Historical Changelogs

Oliver Brakmann edited this page Sep 4, 2016 · 10 revisions
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This page collates the changelogs from earlier releases. See Changelog for the latest (pre-)release and Changelog (bleed) for development version changes.

20160508

General Improvements

  • Fixed color validator issues and increased color picker palette size. [#10507, #10624]
  • Fixed the "select all units" hotkey not working properly. [#9585]
  • Fixed units attacking buildings in progress of being captured by allied units. [#9854]
  • Fixed minimap orders not adhering to the left click control scheme option. [#9970]
  • Fixed crashes when hovering over the player latency indicator. [#10068]
  • Fixed collision detection for missiles and bullets. [#10243]
  • Fixed a crash in the aircraft reservation code. [#9786]
  • Fixed aircraft repulsing even when not being repulsable. [#9619]
  • Fixed units sometimes not being able to properly move out of minimum weapon range when attacking targets. [#9802]
  • Fixed some actors not entering the idle mode visually. [#10141, #10211, #10234]
  • Fixed shaders not loading when starting the game with a different working directory. [#10269]
  • Fixed sprite turrets showing up before the build animation finished. [#10225]
  • Fixed selection priorities for overlapping actors. [#10011]
  • Fixed counting IRC notifications as unread messages [#10334]
  • Fixed corpses being drawn on top of crushing actors. [#10119]
  • Fixed content download failing on some locales. [#10375]
  • Fixed missiles not triggering splashes reliably when hitting water. [#10365]
  • Fixed crashes caused by the global chat. [#10409]
  • Fixed a rare crash when entering the multiplayer lobby. [#10457]
  • Fixed range circles being drawn off-center when placing defense buildings. [#10447]
  • Fixed rank chevrons being cloaked along with cloaked units. [#10480]
  • Fixed showing an empty slot dropdown in a lobby without any players. [#10511]
  • Fixed showing the building placement cursor when the menu is open. [#10509, #10523]
  • Fixed some overflowing labels in the UI. [#10476, #10491]
  • Fixed the place-building cursor staying after the conyard / prerequisites were destroyed. [#10510]
  • Fixed button mouse-over when switching main menus. [#10493]
  • Fixed shroud not being updated properly when the visibility debug option was in effect. [#10468]
  • Fixed in-game tooltip staying on screen when opening the menu. [#10508]
  • Fixed installation from original CDs if the content folder wasn't already existing. [#10555]
  • Fixed timer displays showing the wrong time when using the replay speed controls. [#10478, #11161]
  • Fixed turreted units being unable to target buildings under the fog of war. [#10420]
  • Fixed pre-placed crates not showing water animations. [#10568]
  • Fixed global chat nickname defaults not acknowledging player settings. [#10610]
  • Fixed a bug that could cause units to get stuck on bridges. [#10728]
  • Fixed not dropping targets that are out of range if the attacker cannot move. [#10750, #11029]
  • Fixed planes doing an unnecessary loop when returning to their base. [#10695]
  • Fixed issues related to repairing units. [#10891, #10893, #11232]
  • Fixed AI stopping production after losing its last refinery and construction yard. [#10940]
  • Fixed servers kicking players who just downloaded a new map. [#10939]
  • Fixed units not moving their turrets in advance before being able to fire again. [#10910, #11033]
  • Fixed potential floating point math induced desyncs. [#10972, #10973, #11053]
  • Fixed issues with left-click orders. [#11008, #11081]
  • Fixed some console output of dedicated servers not having timestamps. [#11025]
  • Fixed missiles sometimes crashing for no reason when flying straight north. [#11165, #11170]
  • Fixed walls not being visible when Explored Map was enabled. [#11144]
  • Fixed a seldom crash when joining the global IRC chat. [#11238]
  • Added standard hotkeys for manipulating text in input fields. [#9582]
  • Added optional target lines for rally points visible to team mates. [#9994]
  • Added team chat for spectators. [#9639, #11084]
  • Added support for canceling the entire queue with ctrl + cancel. [#9595]
  • Added a Show on Damage option for health bars. [#9650]
  • Added an actor name overlay debug option. [#10078]
  • Added tooltips to the player names in the score screen, showing their location and IP addresses. [10067, #11079]
  • Added a Mute Audio checkbox to the audio settings and a corresponding hotkey (m by default) for in-game use. [#10003]
  • Added support for disabling line-building of walls by holding the Shift key while placing the structure. [#10512]
  • Added a notification (blinking button) in the lobby when the selected map is not installed. [#10514]
  • Added a warning when bots have been disabled. [#10536]
  • Added a restart button for missions, single-player skirmishes and replays. [#10264, #10543, #10733, #11013]
  • Added an option to show team colors on radar map. [#10649]
  • Added an "All Packages" selection to the drop down in the asset viewer. [#10716].
  • Added mousewheel zooming using a customizable modifier key (CTRL by default). [#10559, #10821, #11135]
  • Added hotkeys for the replay speed selection as well as pausing the replay (bound to F5-F8 and the Pause key by default). [#10933]
  • Added the in-game menu score screen to observer views and replays. [#10934]
  • Added ability to order empty harvesters to refineries. [#10995]
  • Added persistent filter options in the multiplayer server browser. [#11006]
  • Improved UI behaviour when issuing orders to units. [#10118]
  • Improved in-game performance and memory usage. [#9627, #9734, #9759, #9763, #9977, #10089, #10126, #10189, #10271, #10256, #10272, #10352, #10376, #10388, #10462, #10557, #10461, #10594, #10657, #10731, #10751, #10795, #10836]
  • Improved Lua scripting API performance. [#9978]
  • Improved game load and startup speed. [#10765, #10768]
  • Improved the load time of the mission browser. [#10901]
  • Improved the map load time in occasions where not the full map needs to be parsed. [#10942]
  • Changed the order of options in the observer shroud selector drop down. [#10297]
  • Changed the title of the "Connection Failed" dialog when a wrong password was entered. [#10551]
  • Changed the title of the game lobby's chat tab button from "Lobby" to "Game". [#10873]
  • Changed started games to be shown before empty games in the multiplayer server browser. [#11006]
  • Removed some unneeded performance sampling. [#10270]
  • Removed fragile diplomacy. [#10650]

Tiberian Dawn

  • Fixed bad bridge art for TD snow template. [#10971]
  • Fixed a number of mission issues. [#10061, #10947, #11145]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed Nod units in campaign missions having the wrong color. [#10255]
  • Fixed the build palette ordering to match tech tree requirements. [#10443]
  • Fixed aircraft being visible beneath the fog of war. [#10602]
  • Fixed inconsistent [X] symbols in the lobby when kicking spectators. [#10600]
  • Fixed inconsistent button positions in the connection failed dialog. [#10601]
  • Fixed selection box height for a number of structures. [#10820]
  • Fixed cosmetic issues with flares. [#11036, #11038]
  • Fixed Visceroids not being aggressive in certain maps. [#11163]
  • Fixed tooltips of map props showing an owner row. [#11174, #11225]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Added more variation to building explosions. [#10099]
  • Added giving Tiberium immunity to infantry when the Biolab tech building is captured. [#10616]
  • Added tooltips for civilian buildings. [#10372]
  • Added artwork for the hospital healing power-up. [#10680]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Changed balancing:
    • Increased reload speed of MSAM from 100 to 45. [#10552]
    • Increased APC damage vs light targets from 100 to 105. [#10552]
    • Increased MLRS attack speed from 140 to 100. [#10552]
    • Increased Rocket infantry damage from 30 to 35. [#10552]
    • Increased MCV cost from 2000 to 4000. [#10552]
    • Increased MCV build time from 0:48 to 1:36. [#10552]
    • Increased MCV HP from 750 to 950. [#10552]
    • Changed MCV's armor type from Light to Heavy. [#10552]
    • MCV now requires both Command Center and Repair Pad to produce. [#10552]
    • Increased Construction yard HP from 1400 to 2000. [#10552]
    • Increased Repair pad HP from 400 to 600. [#10552]
    • Increased AGT's power usage from 40 to 50. [#10552]
    • Decreased MSAM trajectory from 341 to 300. [#10553]
    • Increased Grenadier damage versus light armor from 75 to 80. [#10770]
    • Increased APC HP from 200 to 210. [#10770]
    • Increased SAM damage from 30 to 35. [#10770]
    • Increased Light Tank cost from 600 to 700 (Build time increase from 15 to 17 seconds). [#10770]
    • Decreased Guard Tower damage versus heavy armor from 35 to 30. [#10770]
    • Decreased Light Tank movement speed from 113 to 110. [#10770]
    • Decreased Light Tank HP from 350 to 340. [#10770]
    • Decreased Rocket Infantry damage versus no armor from 50 to 30. [#10770]
  • Removed bogus reveal ranges from The Hot Box minigame map. [#10460]

Red Alert

  • Fixed Giant Ants and Zombies not being able to attack diagonally. [#9809]
  • Fixed vehicle husks not chronoshifting back to their original location. [#9415]
  • Fixed location of second exit on both allied and soviet barracks. [#9967]
  • Fixed the tooltips of some actor types. [#10045, #11131, #9985]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed a collection of mission issues. [#10072, #10439, #10440, #10441, #10442, #10561, #11035, #11226]
  • Fixed captured frozen actors not showing the correct owner when GPS is available. [#10324]
  • Fixed target type of Mad Tanks. [#10546]
  • Fixed Pillbox and Camo Pillbox having a blind spot. [#11002]
  • Fixed Tanya's idle sequence being a frame too long. [#11151]
  • Fixed GPS tooltips revealing type of enemy structure. [#11166]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Fixed GPS satellite rocket not using the player's color. [#11167]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Fixed destroyer missiles not doing any damage at maximum range. [#11196]
  • Fixed Chinooks not being able to land on gems. [#11222]
  • Fixed a crash when a supply truck is killed as it enters an allied structure. [#11234]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Added a "no superweapons" tech level. [#10580, #10608]
  • Added difficulty levels to the missions Soviet 6a and 6b. [#9745]
  • Added more variation to building explosions. [#9943]
  • Added the scientist to the list of units emerging from certain high-tech structures when they are sold. [#10048]
  • Added Tabula Rasa, Behind The Veil, Sidestep, Dual Cold Front, Northwest Passage, Warwind, Winter Storm, Sunstroke, Sudden Death and Pool Party to the map pool. [#11119, #10320]
  • Added the 'Insufficient funds' warning when running out of money. [#10570, #11076]
  • Changed a couple of dirt patch tiles to allow constructing buildings on them to match the original game. [#9868]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519, #10767]
  • Changed balancing:
    • Increased vision and rate of turn (from 4 to 5 and 5 to 7, respectively) of the light tank. [#10328]
    • Increased minelayer hit points from 100 to 150. [#10412]
    • The British Spy now refunds only a minimum of 250 credits. [#10488]
    • Mammoth tanks gained the ability to crush concrete walls. [#10895]
    • Nukes now damage submerged submarines. [#10920]
    • Added fake power plants to the French faction. [#10968]
  • Changed the Asymetric Battle, Chokepoint, Doubles, East vs West, Encounter, Forest Path, High and Low, Keep off the Grass 2, Man to man, Mass Confliction, North by Northwest, Singles, Snowy Ridge Temperal and Fort Lonestar multi-player maps to be more balanced. [#10205, #10301, #10303, #10312, #10347, #10986, #11119]
  • Changed position of the kennel in the build palette. [#10577]
  • Changed GPS icons to be more visible. [#10623]
  • Changed the (visual) selection bounds of the Windmill and the Lighthouse. [#10819]
  • Changed ambient light level in Fort Lonestar. [#11145]
  • Removed unnecessary ProximityCaptor definitions from some actor types. [#10178]
  • Removed bogus reveal ranges from minigame maps. [#10460]
  • Removed Caffeinated, Burlesca, Styrian Mountains, Contact, Island Hoppers, Pearly Wastelands, Breaking Point, Central Conflict, Raraku, Ring of Fire and High & Low Extended from the map pool. [#10712, #11119]

Dune 2000

  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed AI bots not building any Carryalls [#10392]
  • Fixed the power-up and power-down sounds being reversed. [#10316]
  • Fixed the map importer not importing some actors properly. [#10471]
  • Fixed the move order acknowledgement flash being affected by global lighting changes. [#10479]
  • Fixed worm trails being visible beneath the fog of war. [#10759]
  • Fixed Deviator missiles not taking effect. [#10957]
  • Fixed walls spawning too many pieces of debris when being destroyed. [#11157]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Added the 7000 credits starting cash option to the lobby options. [#9913]
  • Added new single-player mission Atreides 03a. [#9659, #10047]
  • Added more variation to building explosions. [#10099]
  • Added line damage to the sonic tank beam. [#9357]
  • Added sound effects and movement animations to the Sandworm. [#10385]
  • Added missing speech notifications. [#10596]
  • Added the Smuggler and Mercenary factions. [#10517]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Removed dependency on UI artwork from the Red Alert mod. [#9743]

Engine / Modding

  • Fixed AUD files with sample rates other than 22050 Hz being rejected. [#10289]
  • Fixed issues with rendering of voxel units. [#9882, #10203, #10520]
  • Fixed a potential integer overflow in StoresResources. [#9862]
  • Fixed DeathSounds not working without DeathTypes defined. [#10156]
  • Fixed off-by-one error that prevented the last frame in a resource sprite from being used. [#10066]
  • Fixed logging not being thread safe. [#10417]
  • Fixed Guard not explicitly requiring a movement trait. [#10472]
  • Fixed AI bots not deploying air-based construction vehicles. [#10506]
  • Fixed the AI using armed harvesters for combat. [#10584]
  • Fixed missing UpgradeGrantedReference lint tag on the GrantUpgrades property of the Passenger trait. [#10567]
  • Fixed units warping from an exit subcell to cellcenter when produced. [#10620]
  • Fixed upgrades being granted and immediately revoked to newly built units while the upgrade source is disabled. [#10628]
  • Fixed wrong check for altitude in the Mobile trait. [#10641]
  • Fixed YAML merging and trait removals. [#9710, #10648, #10804, #11154]
  • Fixed FlipX/FlipY sequence flags not changing offsets as well. [#10611]
  • Fixed a crash where the AI could place buildings outside the boundaries of isometric maps. [#10702]
  • Fixed OpenRA.exe ignoring quotes in arguments. [#10639]
  • Fixed a potential crash in FallsToEarth when the Aircraft trait is missing. [#10744]
  • Fixed a crash when missiles do not have an image. [#10740]
  • Fixed an off-by-one error in Map.FindTilesInAnnulus. [#10742]
  • Fixed locked spawns being selectable by other players. [#10885]
  • Fixed GravityBomb crashing when Image is null. [#10886]
  • Fixed ProductionFromMapEdge to work properly with ground units. [#10851]
  • Fixed searching for a sprite in an empty collection causing spam in debug.log. [#10989]
  • Fixed WithSpriteBody being rendered even if it is disabled. [#11016]
  • Fixed not all required trait dependencies being loaded. [#10965]
  • Fixed missiles not moving to their cruise altitude if launched above it. [#10777]
  • Fixed a potential crash in the Parachutable trait. [#11199]
  • Fixed a crash when a unit with more than one turret leaves a transport. [#11172]
  • Fixed actors being imported from legacy maps with the wrong facing. [#11227]
  • Added the ability to display debug messages to map Lua scripts. [#9599]
  • Added terrain height support to WithShadow, FallToEarth, Parachute, AttackPlane and ReturnOnIdle. [#10151, #10168, #10785, #11015]
  • Added support for classic facing fudge for actors with 32 facings. [#10562]
  • Added an ActorInit called TurretFacings to set the facing of multiple turrets on actors. [#9414]
  • Added support for inter-mod dependencies. [#9463, #9853]
  • Added support for mod-defined sound loaders. [#10069, #10482]
  • Added support for flipping (mirroring) sprite sequences. [#9770]
  • Added a Tiberian Sun style radar update line option with configurable color to RenderDetectionCircle. [#9956]
  • Added support for speech variants to CanPowerDown. [#9605]
  • Added target type support for CreateEffectWarhead as well as TargetTerrain and TargetHit impact types. [#9890]
  • Added a setting to make the return to origin behavior optional in Chronoshiftable. [#9982]
  • Added support for YAML defined properties in chrome logic modules. [#9980]
  • Added a DeployStateInit for pre-deployment. [#9501]
  • Added LineImpactProjectile. [#9357]
  • Added per-warhead WarheadDebugOverlay colors. [#9838]
  • Added Z-sorting for effects. [#10119]
  • Added the property Shape to AreaBeam and LaserZap which can be Cylindrical or Flat. [#10148]
  • Added a configurable beam Width to LaserZap. [#10148]
  • Added a Voice field to RepairableNear. [10153]
  • Added a new dedicated ResourceStorageWarning trait for the 'Silos needed' notifications, which was removed from PlayerResources. [#10260]
  • Added lint checking for required traits on actors referenced in trait infos. [#10302]
  • Added CruisingUpgrades to the Aircraft trait, which are granted when the cruising altitude is reached. [#10163]
  • Added a benchmark mode. [#10133]
  • Added support for rectangular hitboxes. [#9800]
  • Added support for discarding resources when the silo capacity is reached. [#10201]
  • Added configurable enter behavior (Exit, Suicide, Dispose) to Infiltrates, EngineerRepair and RepairsBridges. [#10210]
  • Added a configurable free fall gravity to Missile. [#10365]
  • Added support for the Dune II .VOC sound file format. [#10032]
  • Added PowerTooltip to display energy consumption. [#10112]
  • Added EjectOnDeath to Cargo. [#10041]
  • Added support for loading mods from the support directory. [#10232, #10486]
  • Added support for per-template palettes in tileset definitions. [#10246]
  • Added an IsPlayerPalette trait property to WithParachute to allow for player-remapped parachutes. [#10505]
  • Added support for changing the palettes, sequences and cursors used by ChronoshiftPower. [#10541, #10558]
  • Added support for customizing ProximityCapturable. [#10526]
  • Added support for customizing InfiltrateForCash even more. [#10488]
  • Added Gate and WithGateSpriteBody. [#9981]
  • Added support for playing a notification when an ally's base is being attacked. [#10564]
  • Added support for playing a BridgeRepaired notification. [#10576]
  • Added support for playing a random sound and explosion effect to CreateEffectWarhead. [#10381]
  • Added versioned user map folders to avoid clashes. [#10701]
  • Added a more descriptive crash message when an non-existent weapon name was encountered in the YAML rules. [#10746]
  • Added missing documentation to the NukePower trait and made the sequence and palette used for the nuke missile configurable. [#10723, #10778, #10923]
  • Added support for a FallbackSequence in WithDeathAnimation. [#10191]
  • Added support for multiple Attack* traits per actor. [#9509]
  • Added support for loading mods from ".oramod" packages. [#10841]
  • Added facings and custom sequences support to smoke trails. [#10856, #10911]
  • Added an optional and anonymous system profiling mechanism. [#10803, #11197]
  • Added support for defining a custom ShadowPalette on GravityBomb. [#10886]
  • Added support for map-defined bot types. [#10916]
  • Added the previously hard-coded MaximumTileSearchRange (default: 50) to the MapGrid configuration in mod.yaml. [#10943]
  • Added support for customizing the name of the image used for explosion effects (previously hard-coded to explosion). [#10938]
  • Added support for uncloaking harvesters while docking. [#11001]
  • Added Trigger.OnPassengerExited/Entered functions to the Lua API. [#10959]
  • Added methods to find a map's closest edge cell to the Lua API. [#10917]
  • Added support for ScriptTags. [#10975]
  • Added support for "Paradrop Production". [#11004]
  • Added support for a custom EffectSequence on SpawnActorPower. [#11019]
  • Added support for actors with multiple Cloak traits to Targetable. [#11162]
  • Added HiddenUnderFogInit. [#11144]
  • Improved validation of server configuration commands. [#10800]
  • Improved documentation of the Explodes trait. [#9942]
  • Improved customization for LeavesTrails. [#10380]
  • Improved low-level filesystem, map, and initialization code. [#10239, #10530, #10525, #10538, #10555, #10687, #10697, #10704, #10705, #10706, #10713, #10719, #10721, #10703, #10774, #10786, #10788, #10838, #10839, #10875, #10897, #10902, #10909, #10901 #10922, #10963, #11082, #11104]
  • Improved the parsing of sound files. [#10912]
  • Improved error message when calling SendParatroopers with an invalid unit. [#10960]
  • Changed low-level OpenGL bindings. [#10288, #10299, #10310]
  • Changed voxel turrets to hide while an actor is deploying or undeploying. #10222]
  • Changed the ordering of the singleplayer missions to automatically reflect their order in missions.yaml. [#10492]
  • Changed the default values of MinimumLaunchSpeed and MaximumLaunchSpeed of missiles. [#10636]
  • Renamed the DeathType property of the Explodes trait to DeathTypes. [#9942]
  • Changed the map format to support splitting out rules, weapons, sequences, sounds and music into separate YAML files and added support for different map categories on the same map. [#10839, #10902, #10898]
  • Changed SubCellDefaultIndex on the MapGrid entry in mod.yaml to DefaultSubCell. [#10915]
  • Renamed WithTurret, WithBarrel and WithReloadingTurret to include Sprite in the trait name. [#9541]
  • Renamed WithDockingOverlay to WithDockedOverlay. [#10364]
  • Renamed DemoTruck to AttackSuicides, moved it to the Common namespace and changed it to work with aircraft. [#10371]
  • Renamed MaximumSpeed to Speed on missiles. [#10636]
  • Renamed ROT to TurnSpeed. [#10863]
  • Renamed a few trait properties that measure ticks to use either Delay or Duration in their name, for consistency. [#10711]
  • Renamed EffectSequence to EffectImage on SpawnActorPower. [#11019]
  • Replaced RGBA and HSL colour definitions in YAML files with HTML-style hex notation. [#9324, #9961, #10337]
  • Replaced the tags from the Fake and PrimaryBuilding traits with WithDecoration. [#10216]
  • Refactored the Cloak trait to use UncloakTypes. [#9808, #11105]
  • Refactored the hardcoded map options and videos into different traits. [#10857]
  • Removed the Fake trait. [#10216]
  • Removed DisableMovementOnUpgrade. Disable Mobile instead. [#9438]
  • Removed the default values of the RepairBuildings and RearmBuildings properties of the Airplane trait. If your mod depends on the previous defaults, be sure to update your YAML rules manually since there is no upgrade rule for this change. [#10233]
  • Removed deprecated OpenGL rendering features. [#10249]
  • Removed TransformOnPassenger. Use actor upgrades instead. [#10252, #10386]
  • Removed the Folders node in mod.yaml. List directory paths in Packages instead. [#10554]
  • Removed package contents being prioritized over files in folders. Resort the Packages list to compensate. [#10554]
  • Removed the Player.SetStance function from the Lua API. Use a standby player and owner assignment instead. [#10650]
  • Removed automatic map format upgrades. Use OpenRA.Utility.exe --upgrade-map instead. [#10701]
  • Removed legacy mod upgrade rules. Use release 20151224 to upgrade if your mod is older. [#10797]
  • Removed the StartsRevealed property from the FrozenUnderFog trait. [#11144]

Map Editor

  • Fixed crash when saving into a folder containing a . char. [#10344, #10362]
  • Fixed not being able to select actors hiding behind larger actors. [#9927]
  • Fixed tooltip margins in the map editor. [#10913]
  • Fixed randomly re-ordering the actors with every save of a map. [#11146]
  • Added tooltips for helper actors. [#10015]
  • Added Shift + click flood fill for terrain tiles. [#10642]
  • Changed the grid color to darker red. [#10929]

Dedicated Server

  • Fixed settings.yaml conflicting when running multiple instances. [#11005]
  • Added OpenRA.Server.exe while removing Server.Dedicated=True and Server.DedicatedLoop=True from OpenRA.Game.exe. [#11005]
  • Added dedicated servers being able to query map info from the Resource Center. [#10992, #11005]
  • Replaced the Server.AllowBots flag with Server.DisableSinglePlayer, which allows bots on servers, but prevents people from hogging dedicated servers by themselves. [#10670]

Packaging & Utility

  • Fixed OpenRA.Utility.exe --shp complaining about the next PNG file when errors in the previous image occurred. [#10877]
  • Fixed issues with the Linux appdata metadata file. [#10931, #11228]
  • Added make nunit to the Unix Makefile to run unit tests on the command line. [#8861, #10110, #10326]
  • Added a utility command to check for explicit interface implementation violations. [#10143]
  • Added a utility command to resize existing maps. [#10353]
  • Added a utility command to print all custom rules of a specified map. [#10948]
  • Changed map import commands to include the name of the mod. [#10404]
  • Changed the preferred NUnit version to 3.0.1 (from 2.6.4). [#10309, #10333]
  • Updated the Eluant library to version 20160124. [#10588]
  • Updated the SharpFont library to version 3.1.0. [#10666]
  • Updated the Mono.NAT library to version 1.2.24. [#10666]
  • Updated the SDL library to version 2.0.4 on Windows. [#10599, #10847]
  • Recompressed a number of SHP files. [#10516]

20151224

General Improvements

  • Fixed a crash when checking the player IP in the lobby. [#9215]
  • Fixed a crash in the map browser caused by maps with missing Author. [#9425]
  • Fixed a long-standing memory-corruption issue that caused sporadic crashes on Windows systems. [#9437]
  • Fixed a crash when using the "Select units by type" hotkey just when a selected unit died. [#9545]
  • Fixed missing turret recoil. [#9588]
  • Fixed attack move not working properly in certain situations. [#9581, #10213]
  • Fixed replay playback freezing after a player disconnects. [#9389, #9769]
  • Fixed a collection of targeting and visibility issues. [#9090, #9672, #10007, #10042]
  • Fixed a collection of AI bugs and limitations. [#9222, #9256, #9442]
  • Fixed a collection of issues with aircraft behaviour. [#8886, #8938, #9036, #9054, #9777, #9782]
  • Fixed issues with decorations on production buildings after capture. [#9812, #9813]
  • Fixed rallypoints not being reset after capture. [#9828]
  • Fixed long strings overlapping other elements in the UI. [#9920, #9949]
  • Fixed observer statistics window showing disabled support powers. [#9950]
  • Fixed a crash related to capturing enemy production structures in missions. [#9919]
  • Fixed an exploit that allowed the color validator to be bypassed. [#9922]
  • Fixed queued deployment exploit. [#9987]
  • Fixed a crash when spawning resources outside the map borders. [#10062]
  • Added a new server browser and lobby designed around a new global chat channel. [#8636, #8792, #9355, #9491, #9546, #9586, #9682, #9692, #9744, #9772, #9884, #9855, #9915, #9877, #10008, #10063]
  • Added a game speed selector for both single-player (skirmish/missions) and multi-player games. [#9255, #9387, #9486, #9628, #9818]
  • Added filtering by number of players to the map chooser. [#9361]
  • Added building placement awareness to units. They will move out of the way if they occupy the location at which a player wants to place a building. [#9239]
  • Added support for more hotkeys for spectators, and for scrolling the map. [#9307, #9520, #9540]
  • Added support for "joystick" scrolling using the right mouse button as in Tiberian Sun and Red Alert 2. [#9518, #9638, #9873]
  • Added logging of players joining servers to the server.log file. [#10131]
  • Changed mod asset installation to use the shared mod chooser. [#8773, #9263, #9537]
  • Changed radar notifications to be visible to allies and spectators. [#9307]
  • Changed the default unit stance to Defend for human players. [#9611]
  • Improved battlefield news updating. [#9916]
  • Improved logging and fallback behavior when hardware cursors fail. [#10196]

Tiberian Dawn

  • Fixed SAM sites not closing after killing their target or being ordered to stop. [#9762]
  • Fixed issues in several mission scripts. [#9280, #9417, #9928, #10058, #10059]
  • Added several new multi-player maps. [#9018, #9534, #9564]
  • Added more tiles to the DESERT tileset, and fixed some cliff tiles that were incorrectly marked as buildable. [#9273, #9284]
  • Added two new single-player missions: Special Ops GDI01 from the Nintendo 64 version of C&C TD, and GDI06 featuring the Commando. [#9118, #9485, #9550, #9887, #10060]
  • Changed name of the "Defence" production queue to "Support". [#9062]
  • Changed balance: [#9506]
    • Reduced price of SAM sites from 750 to 700.
    • Reduced price for the MLRS from 1200 to 1000.
    • Reduced value of blue Tiberium.
    • Increased repair speed of the repair pad.
    • Increased chance of infantry evading being crushed.
    • Increased delay between air strikes from 3:00min to 3:30min.
    • Reduced veterancy bonuses. [#9017]
    • Sandbags and chain link barriers no longer block projectiles. [#9339]
    • Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637, #10229]
  • Changed airplane's cruise altitude to twice its former value. [#9618, #9886]

Red Alert

  • Fixed smudges being displayed on interior clear tiles. [#9133]
  • Fixed buildings remaining visible under fog after being destroyed if the player has a GPS. [#8797]
  • Fixed a couple of issues related to the identity of spies. [#8699, #10018]
  • Fixed water palette rotation effects in the DESERT tileset. [#9103]
  • Fixed units automatically attacking oil derricks in Arctic Triangle Affair. [#9563]
  • Fixed the chinook selection box size. [#9568]
  • Fixed a collection of mission issues. [#8727, #9314, #9412, #9417, #9448, #9462, #9563, #9567, #9600, #9972, #9969, #10206, #10267]
  • Fixed the health bars of explosive barrels being visible. [#9758]
  • Fixed MAD tanks destroying trees. [#9842]
  • Fixed a number of GPS-related bugs and inconsistencies with respect to targeting and vision. [#9958, #10023, #10120, #10242]
  • Fixed crash when trying to load "Bomber John" minigame. [#10009, #10013]
  • Fixed the "RushAI" building naval structures despite never producing naval units. [#10056]
  • Added new single-player missions: Soviet 02b, 03, 06a, 06b and 07. [#9515, #9034, #9562, #9655, #9656, #9657, #9846, #10247]
  • Added GPS icons to badger planes. [#9218]
  • Added weather effects to Fort Lonestar & Snow Town. [#8766]
  • Added two new skirmish maps: "Tabula Rasa" and "Sidestep". [#10019]
  • Added difficulty levels to the Fort Lonestar mini-game. [#10244]
  • Changed balance:
    • Gap generators remain functional when shroud is disabled in the lobby. [#8792]
    • Shock trooper health reduced from 100 to 60. [#9248]
    • Sonar pulse no longer reveals shroud. [#9084]
    • Sandbags and chain link barriers no longer block projectiles. [#9339]
    • Destroyed planes crash at a steeper angle. [#9469]
    • MCVs can only be found in crates if the player has lost their last one. [#9649]
    • Hijackers now cloak when stationary, are faster and less likely to be crushed. [#9668, #9821]
    • Reduced chinook vision range from 12 to 10 cells. [#9668]
    • Reduced flak truck weapon range against ground targets from 8 to 6 cells. [#9668, #9992]
    • Reduced veterancy bonuses. [#9017]
    • Fake structures are no longer revealed by their health bar. [#9730]
    • Changed Spy power plant infiltration power to 20 seconds, down from 30. [#9984]
    • Chrono Tank teleport charge delay reduced from 20 seconds to 12. [#9992]
    • Tesla Tank no longer needs to turn towards the enemy to shoot at targets. [#9992]
    • Phase Transport passenger count increased from 3 to 4. [#9992]
    • Phase Transport movement speed increased to match APC. [#9992]
    • Phase Transport vision range increased from 6 cells to 7 cells. [#9992]
    • Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637, #10229]
    • Supply & Demo Truck vision range increased from 3 to 4 cells. [#10020]
    • Added a secondary exit to the Kennel to reduce chances of unintentionally blocking production. [#10095]
  • Changed chrono tanks to use a support-power-like charge bar instead of pips. [#9700, #9708]
  • Changed the cloak effect to use tranlucency instead of shadow. [#8996]
  • Changed ammo box map prop to not be selectable. [#10038]

Dune 2000

Engine / Modding / Scripting

  • Fixed move animations freezing after an actor attacks. [#8988]
  • Fixed some minor Lua API and trait documentation errors. [#9134]
  • Fixed a potential crash in Attack* if no armaments are enabled. [#9304]
  • Fixed overlay traits being visible when they are not active. [#9377, #9681]
  • Fixed queued actions running in a different order to which they were queued. [#9288, #9749]
  • Fixed actors with large health radii not receiving damage from some warhead impacts. [#9174]
  • Fixed map StartingMusic overriding BackgroundMusic. [#9666]
  • Fixed a crash when spawning resources near the edges on maps with bogus cordons. [#9528]
  • Fixed a bug with newly produced units teleporting outside their factory. [#9760]
  • Fixed an issue with some upgrade rules not being run when upgrading a mod or a map from an older engine version. [#9909]
  • Fixed a potential crash due to a race condition in UpgradeActorsNear. [#10010]
  • Fixed a crash when producing an actor without any IOccupySpace traits in conjunction with UpgradeActorsNear. [#10170]
  • Fixed DamagedWithoutFoundation causing more initial damage than it should. [#10238]
  • Added support for weather particle effects for maps and missions. [#8766, #9921]
  • Added support for sequences that combine art from multiple sprites. [#9547]
  • Added new lint checks for validating mod and map rules. [#8749, #9701, #9384, #9748, #9720]
  • Added support for random sprite sequences in the Bullet projectile. [#8952, #9186]
  • Added support for map-placed actors with plug upgrades. #9159]
  • Added upgrade support to several traits. [#8727, #8838, #9200, #9270]
  • Added RangeMultiplier trait to apply a range modifier via an upgrade. [#8760]
  • Added a DisableMovementOnUpgrade trait to disable an actors movement via an upgrade. [#9435]
  • Added IRulesetLoaded interface for TraitInfos that need to query information during initialization. [#8760, #9447, #9450, #9532]
  • Added support for custom icon overlay palettes. [#9129, #9220]
  • Added the ability to include allies to the HideMapCrateAction trait. [#9219]
  • Added a visualisation for warhead spreads to the combat debug overlay. [#9465]
  • Added support for defining music tracks in map.yaml. [#9488]
  • Added a function to check for prerequisites to the Lua API. [#9471]
  • Added a function for changing background audio to the Lua API. [#9494]
  • Added Height property to BlocksProjectiles for limiting blockage. [#9706]
  • Added support for actor-producing support powers. [#9521]
  • Added cursor and stances definitions to the Armament trait. [#8768]
  • Added support for configuring the cruise altitude, delayed homing activation, and airbursts to missiles. [#8717, #9646, #9746, #10035, #10114]
  • Added initial support for tileset depth sprites. [#9476]
  • Added information about movement classes to the debug output of the domain calculation. [#9633]
  • Added checks for invalid HVA files. [#9718]
  • Added an ActorInit for unit stances. [#9611]
  • Added the Lua player API properties InternalName, IsNonCombantant and IsLocalPlayer. [#9924]
  • Improved logging for OpenGL errors that occur at game start. [#9474]
  • Improved in-game performance and memory usage. [#9022, #9023, #9058, #9105, #9140, #9141, #9144, #9246, #9250, #9264, #9279, #9293, #9295, #9296, #9302, #9356, #9359, #9332, #9313, #9262, #9400, #9445, #9635, #9636, #9753, #9852]
  • Improved support for custom player palettes remap ranges. [#9654]
  • Improved DeployToUpgrade trait with various new options. [#9124, #9578, #10014]
  • Changed several trait properties from cell ranges to world ranges. [#9301]
  • Changed the way that the map grid type is defined in mod.yaml. Modders will have to manually adjust their mods for this change. [#9342, #9526]
  • Changed the names of several other render traits to follow existing conventions. [#9390, #9542]
  • Changed the output logging format for dedicated servers. [#9026]
  • Replaced the type-specific Targetable* traits with a new, unified Targetable trait. [#8727]
  • Replaced the SpawnViceroid and LeavesHusk traits with the new SpawnActorOnDeath trait. [#8744, #9051, #9870]
  • Replaced the Plane and Helicopter traits with a new, unified Aircraft trait. [#9054]
  • Removed engine assumption that 0% versus an armor type means actors with that armor are not targetable. Use ValidTargets/InvalidTargets instead. [#9006]
  • Removed the specific Render* traits. Use RenderSprites + WithSpriteBody and its derivatives instead. [#9004, #9189, #9231]
  • Removed WaterPaletteRotation. Use RotationPaletteEffect instead. [#9103]
  • Removed the Heal and AutoHeal traits. Use the regular Attack* traits instead. [#8768]

Map Editor

  • Fixed maps appearing multiple times in the map chooser after saving. [#9661]
  • Fixed spawn point, camera, waypoint and wormspawner symbols not being shown in the player's colour. [#10022]
  • Fixed player Creeps having no enemies defined. [#10145]
  • Added a cell coordinate display. [#9089]
  • Added a map cash counter. [#9139, #9711]
  • Added more information to actor tooltips. [#9715, #9925, #9971]
  • Added a copy & paste function. [#9885]
  • Changed actor rotation to use the mouse scrollwheel instead of left-clicking on them. [#9258]
  • Changed the tile/overlay/actor list to use the full screen height. [#9551]
  • Changed the default save directory from the game directory to the support one. [#9929]

Packaging & Utility

  • Added checks for syntax errors in Lua scripts. [#8939]
  • Added a check for missing luac installations. [#9330]
  • Added simple argument verification. [#9397, #9714]
  • Improved the Windows installer options. [#10106]
  • Updated the bundled MaxMind GeoIP library to version 2.3.1. [#9175]
  • Removed the actor stats export command. [#9272]
  • Removed redundant palette and cursor files. [#9483]

20150919

General Improvements

  • Fixed a crash when activating a support power at the same time as becoming low power. [#8682]
  • Fixed a crash during building placement under rare circumstances. [#8701]
  • Fixed a crash when switching mods after launching the game via an openra:// URL on Windows. [#8716]
  • Fixed a crash when canceling a repair order at the wrong time. [#8791]
  • Fixed a rare crash when changing color in the lobby. [#8401]
  • Fixed multiple crashes that could be caused by malicious player or server names. [#8137]
  • Fixed the color picker not rendering the color palette in certain situations. [#8618]
  • Fixed drop-down menu tooltips persisting after closing the menu. [#8946]
  • Fixed turrets not being able to target fast moving actors. [#7940]
  • Fixed the options button blinking during skirmish and multiplayer games. [#8590]
  • Fixed visual glitches with infantry animations. [#8072, #8497]
  • Added a keyboard shortcut to hide the UI. [#8582]
  • Added a lobby notification indicating when a map is selected with custom rules. [#8652]
  • Added a setting to disable target lines. [#8752]
  • Added replay support for single-player missions. [#8783]
  • Added support for "Command & Conquer: The First Decade" discs. [#8170]
  • Added support for ordering units to a repair depot using the repair cursor. [#8056]
  • Added support for capturing screenshots. [#7930, #9020]
  • Added ability to hide the post-game score screen to view the map and chat. [#8105, #9032]
  • Improved behaviour of the "Jump to base" hotkey when the player has no construction yards. [#8777]
  • Improved logging when errors occur while joining a server. [#8629]
  • Improved drop-down buttons to scroll to the selected item when opened. [#8902]
  • Improved AI behaviour. [#8679, #8759]
  • Improved focus behaviour of text fields. [#8680, #8888]
  • Improved the integration and behaviour of the in-game music. [#8119, #8528, #8562, #8710, #8726, #8876, #9050]
  • Changed Battlefield News layout to be consistent across mods. [#9376]
  • Improved the visibility of new Battlefield News entries. [#8370]
  • Improved harvester unit AI. [#8622]
  • Improved performance. [#8625, #8649, #8672, #8622, #8624, #8708, #8770]
  • Changed range circles to be visible to allies and spectators. [#8589]
  • Changed targeting behaviour to prevent actors chasing enemies that are no longer visible. [#8084]
  • Changed the 'Empty' filter in the server browser to match the behaviour of the website's server browser. [#8713]
  • Changed the player color validation to require more contrast against the terrain colors. [#8380]

Red Alert

  • Fixed the GPS icon flickering when a building becomes hidden under fog. [#8167]
  • Fixed a crash when disguising the spy as certain infantry types. [#8663]
  • Fixed a crash caused by crate-drop planes on large maps. [#8833]
  • Fixed the chronoshift-return time bar being visible to enemy players. [#8805]
  • Fixed initial altitude of crate delivery aircraft. [#8878]
  • Fixed a visual glitch with the medic/mechanic heal/repair animation. [#8265]
  • Fixed a visual glitch with the Landing Craft closing animation. [#8642]
  • Fixed a visual glitch in the mission "Intervention!". [#8453]
  • Fixed the demo truck explosion not affecting the actor that killed the demo truck. [#8550]
  • Fixed spys failing to disguise in certain situations. [#8216]
  • Added three new maps: Cold Front, Barracuda and Mad Science. [#8976]
  • Added new difficulties to the Allies02 and Allies05 missions. [#8359, #8693]
  • Added cloak and spy detection ability to spies. [#8616]
  • Added weather effects to the Fort Lonestar minigame. [#7872, #8842, #8865]
  • Added veteran unit production after infiltrating an enemy production building with a spy. [#8210, #9080, #9117]
  • Added new missions Soviet02a, Soviet04a and Soviet04b, Soviet05. [#8285, #8484, #8545, #8615]
  • Added status message display to several missions. [#8273, #8350]
  • Added a disguise decoration for spies. [#8478]
  • Added team support to the drop zone mini games. [#8598]
  • Changed the screen position of the support power timer display slightly in observer mode. [#8771]
  • Changed planes and helicopters to fly at a higher altitude. [#8790]
  • Improved RA-specific AI behaviour. [#8809, #8759]
  • Improved visual polish of certain neutral actors. [#8715]
  • Improved the "password protected" label color in the server browser. [#8683]
  • Improved paradrop behaviour to allow unit selection and orders to be issued during descent. [#8339]
  • Improved some tooltip descriptions. [#8277]
  • Improved wording of the objectives in several missions. [#8509]
  • Removed "Enemy detected" warnings. [#8352, #8524]

Tiberian Dawn

  • Fixed a potential AI crash. [#9328]
  • Fixed glitches in the campaign missions. [#8528]
  • Fixed visual glitches in certain civilian infantry. [#8914]
  • Fixed visual glitches in several maps. [#8453]
  • Fixed visual glitches in the Mobile SAM vehicle. [#8814]
  • Fixed the victory condition in Nod05. [#8561]
  • Added missions Nod06b and Nod06c. [#8199, #8250, #8359]
  • Added team support to the drop zone and hot box mini games. [#8598]
  • Changed the wording of the content installation dialog. [#8585]
  • Changed light tank HP to 350 from 360 and damage vs heavy to 90 from 100. [#8303]
  • Changed bike price to 500 from 600 credits. [#8303]
  • Changed chem warrior reload delay to 65 from 70. [#8303]
  • Changed grenade projectile speed 140 from 119. [#8303]
  • Changed humvee and buggy damage vs. heavy to 15 from 20. [#8303]
  • Removed the 75% percent chance of exploding artillery. [#8303]
  • Removed the unit duplication crate. [#8873]
  • Improved wording of the objectives in several missions. [#8356, #8509]

Dune 2000

  • Fixed visual glitches with the grenadier infantry. [#8072]
  • Fixed glitches with unit selection by type and units purchased from the starport . [#8212]
  • Fixed engineer and medic prone artwork. [#8072]
  • Added support for carryalls transporting damaged units to the repair pad (via the repair cursor). [#8056]
  • Added missions Atreides01a and Atreides01b. [#8117, #8290, #8292, #8157]
  • Added support for installing FMVs from the installation CD. [#8119]
  • Improved the shrapnel debris animations. [#8411]
  • Improved some unit voices. [#8336]
  • Changed the content installation dialog to be consistent with the other mods. [#8585]
  • Changed the screen position of the support power timer display slightly in observer mode. [#8771]
  • Removed "Enemy detected" warnings. [#8524]

Map Editor

  • Fixed maps not appearing in the map selector until the game is next restarted. [#8519]
  • Added support for displaying and editing tiles outside the default map bounds. [#8430]
  • Improved tooltips in the actor selection palette. [#8556]
  • Removed the legacy external map editor. [#8511]

Lua API

  • Added support for displaying permanent text messages [#8191]
  • Added support for issuing demolish orders. [#8576]
  • Added support for placing beacons. [#8418]
  • Added support for ordering units into transports. [#8418]
  • Added support for adjusting map lighting. [#7872, #8684, #8865]
  • Added support for playing arbitrary sound effects. [#7872]
  • Added support for infiltrating and disguising spys as other actors. [#8416, #8417]
  • Added support for capturing actors. [#8614]
  • Added facing constants for the eight (inter-)cardinal directions. [#8275]
  • Improved support for querying player properties. [#8273]
  • Changed WRange to WDist. The WRange type in Lua scripts will be deprecated in a future release, so update your maps now! [#8667, #8691]

Engine / Modding

  • Fixed a number of code issues discovered through Coverity scans. [#8251, #8252, #8612, #8631, #8645, #8253, #8254, #8255, #8256, #8257, #8259, #8315, #8318, #8319, #8320, #8322, #8327, #8328, #8329, #8391, #8393, #8394, #8420, #8423, #8457, #8470, #8325, #8422, #8425]
  • Fixed a desync involving WithCargo. [#9172]
  • Fixed a number of issues with HideMapCrateAction and RevealMapCrateAction. [#9075]
  • Fixed maps being unable to lock players' teams. [#8653]
  • Fixed map preview and radar rendering for maps with isometric tiles. [#8846, #8825, #9126]
  • Fixed building placement preview on maps with sloped terrain. [#8860]
  • Fixed actors not properly cleaning up their state upon destruction under certain circumstances. [#8226, #8536, #8529]
  • Fixed errors in the screen bounds calculation. [#8518]
  • Fixed upgrades not being applied when the trait order is not right. [#8586]
  • Added support for custom sound and delay values in PlaceBuilding. [#8688]
  • Added a new VisibilityType field to HiddenUnderFog, HiddenUnderShroud and RevealsShroud traits. [#8527]
  • Added the ability for localized AmbientSound effects. [#7872]
  • Added support for multiple WithDeathAnimation traits on a single actor. [#8742]
  • Added support for multiple damage states to WithSpriteBody and WithHarvestAnimation. [#8725]
  • Added support for an initial animation to play in WithIdleOverlay. [#8774]
  • Added support for terrain heightmaps to the shroud and map borders. [#8781, #8813, #8824, #8847, #8880]
  • Added support for alternative explosion weapons to the Explodes trait. [#8765]
  • Added support for specifying the package/folder in the virtual file system for faction-specific voices and icons [#8799]
  • Added support for multiple sequences on WithBuildingExplosion. [#8911]
  • Added support for helicopter takeoff and landing sounds. [#8784]
  • Added support for custom build icon palettes. [#8464]
  • Added support for damage stages to WithSpriteBody and WithTurret traits. [#8508]
  • Added support for custom cursors to IonCannonPower and NukePower traits. [#8070]
  • Added support for custom Sequence and ShadowPalette to Bullet projectiles. [#8732]
  • Added support for defining trait properties that must be defined in the yaml rules. [#8703]
  • Added support for customizing the DropDownButtonWidget separator line. [#8472]
  • Added support for custom server browser status colors. Mods with custom UI will need to be updated as there are no default colours. [#8683]
  • Added support for custom selection classes for grouping different actors when selecting by type. [#8212]
  • Added support for custom projectile sequences. [#8685]
  • Added upgrade support to several more traits. [#8090, #8662]
  • Added VeteranProductionIconOverlay and ProducibleWithLevel to support the infiltration-veterancy feature. [#8210, #8712, #8714]
  • Added a WithRankDecoration trait for fine-grained veterancy chevron rendering. [#8300]
  • Added server-message logging to the dedicated-server. [#7851]
  • Changed timed upgrades to accumulate instead of refreshing if they are granted from different sources. [#8658]
  • Changed the news button in the main menu to be optional for mods. [#8259]
  • Improved support for flying actors in the Transforms trait. [#8953]
  • Improved the performance and behavior of shroud rendering. [#8337, #8432, #8474, #8477, #8479, #9071]
  • Improved caching to reduce unnecessary memory allocations. [#8729]
  • Improved management of file handles to prevent potential crashes. [#8762]
  • Improved selection logic and selection decorations configurability. [#8388]
  • Removed the InitialActivities property on the FreeActor and Buildable traits. [#8674]
  • Removed the hard-coded default Upgrades from GainsExperience. Set them manually or run the rule upgrade utiltiy. [#8698]
  • Removed many of the Render* traits in favor of RenderSprites and appropriate With* traits. [#8171, #8553, #8725, #8728]
  • Removed GainsStatUpgrades, InvulnerabilityUpgrade and Invulnerable traits. Use the provided multiplier modifier traits instead. [#8572, #8737, #8756]
  • Changed the name of yaml fields containing Race and Country to `Faction. [#8659, #8661, #8718, #8721, #8851, #8975]
  • Changed the combat code to allow all warhead types to be defined in mod code. [#8635]

Packaging & Utility

  • Fixed make dependencies not working correctly on BSD operating systems. [#8408]
  • Fixed errors in the Windows make.ps1 when OpenRA.Utility.exe is missing. [#8415]
  • Fixed make clean under windows removing the *.exe.config files. [#8475]
  • Added support for importing ships in the classic RA map importer. [#8426]
  • Added several new lint checks to improve validation of maps and mods. [#7709, #8154, #8286, #8308, #8309, #8321, #8412, #8527]
  • Added runtime debug information to linux builds. [#8460]
  • Added support for compiling executables with debug information disabled. [#8282]
  • Added a UNIX man page. [#8247]
  • Improved scripts and Makefile to be more POSIX compliant and compatible with non-Linux UNIX systems in general. [#8405, #8424, #8428, #8431]
  • Improved default parameter values in the dedicated server launch script. [#8413]
  • Improved readability of the utility command list. [#8637]
  • Changed SDL2-CS and Freetype libraries to the latest upstream version. [#8690, #8983]

20150614

General Improvements

  • Fixed assigning hotkeys to special keys such as those found only on international keyboards. [#7840]
  • Fixed graphical glitches with factory doors. [#7862]
  • Fixed UI mouse over effects (tooltips, hover) not updating during scrolling. [#8055, #8099]
  • Fixed hardware cursors sometimes not working on Windows. [#8001]
  • Fixed rarely occurring graphical glitches in the main menu. [#8103]
  • Fixed seldom OpenGL errors crashing the game on startup. [#8103]
  • Fixed selection voices being played twice when using the numerical hotkeys. [#8204]
  • Fixed a regression where speed modifiers (used in TakeCover or ScaredyCat traits) were not being applied. [#8304]
  • Fixed a bug that caused construction yards to remain locked when a building was placed during their deploy animation. [#8402]
  • Added configurable hotkeys for support powers. [#7829]
  • Added a dev command called terrainoverlay that toggles the terrain geometry visualization. [#8054]
  • Added a "quick placement" feature that selects a completed building for placement when you select a production tab. [#8021]
  • Added separate tabs for official and custom maps in the map browser. [#8207, #8231]
  • Added the option to delete custom maps from the map browser. [#8207, #8235]
  • Added the ability to open the map browser even if you are not hosting. [#8207]
  • Improved "team health bar color" behaviour. [#7538]
  • Improved the load time of the replay browser. [#7917, #8102]
  • Improved performance in general. [#7847, #8028, #8091, #8193]
  • Changed the disableshroud debug option to also enable the minimap display. [#7908]
  • Changed the radar to use per-tile colours instead of terrain-type colours. [#8025]

Red Alert

  • Fixed units in the "Survival" missions continuing to carry out scripted orders after being hijacked by the player. [#8014]
  • Fixed cloaked units being revealed by attack lines when a spy satellite was available. [#8097]
  • Fixed the tooltip for flares. [#8215]
  • Fixed parachuted bombs in Fort Lonestar and Survival 02 crashing the game. [#8220]
  • Fixed tesla zaps being visible under fog [#8295]
  • Fixed a potential crash when attacking AI harvesters in mission Allies-05a with units that are getting killed quickly in the process. [#8349]
  • Fixed FCOM not being needed to be destroyed to win Allies-05a. [#8359]
  • Improved the AI paratrooper logic to avoid deploying troops within range of naval units. [#8222]
  • Added "Enemy detected" notification. [#7849]
  • Added a low power overlay to fake structures [#8144]
  • Removed the spy's ability to disguise as Attack Dog or Giant Ant. [#8158]
  • Removed Hijackers from the Monster Tank Madness mission. [#8243]

Tiberian Dawn

  • Fixed flying sequences of the Orca unit to use the correct, forward-swept art. [#7978]
  • Fixed errors in the maps Rogue States, Necessary Illusions and Break of Day. [#8106]
  • Fixed rank and level-up SHPs. [#8106]
  • Fixed issues with capturing production buildings in missions. [#8243]
  • Fixed fuzzy edges on the GDI05a preview map. [#8288]
  • Added missions GDI05b, Nod04a, Nod04b, Nod05, Nod06a and Funpark01. [#7463, #7534, #8048, #8087, #8123, #8085, #8271, #8302]
  • Added faction description tooltips to the lobby. [#8150]
  • Added two more phrases to the Commando voice set. [#8106]

Dune 2000

  • Fixed the spice refinery being rendered twice. [#7862]
  • Fixed the missing Deathhand Missile explosion effect. [#8240]
  • Fixed a crash when deviators attack harvesters being picked up by carryalls. [#8268]
  • Fixed prerequisites of the Stealth Raider to include the Hi-tech Factory. [#8293]
  • Fixed translucent tooltip backgrounds. [#8482]
  • Added the sandworm attack sound. [#8013]
  • Added a missing tile to the tileset. [#8095]
  • Added a WithDecorationCarryable trait and the "pickup" indicator shown on actors that are waiting for a carryall. [#8061]
  • Added faction description tooltips to the lobby. [#8104]
  • Added "Enemy units detected" notification. [#7849]
  • Added building upgrades and fixed the tech tree. [#8114]
  • Improved the harvester sand out animation. [#7979, #8176]

Engine / Modding

  • Fixed YAML rule inheritance and merging problems especially with trait removals. [#8000]
  • Fixed voxel rendering traits being unavailable to modders. [#8164]
  • Fixed idle overlay animations ticking before the make animation completes. [#8109]
  • Fixed crashes related to incorrect cross-thread OpenGL calls. [#8200]
  • Added support for optional terrain restriction when unloading cargo. [#7898]
  • Added support for adjusting the global lighting via map or mod rules. [#7863]
  • Added support for configuring more render sequence types. [#7887]
  • Added support for configuring deploy cursor types. [#7865]
  • Added support for configuring parabomb and laser sequence types. [#7909]
  • Added support for configuring powerdown and repair indicator palettes. [#7957]
  • Added additional logging when shader compilation fails. [#7857]
  • Added DeployToUpgrade trait. [#7865]
  • Added LeavesTrails trait. [#7974]
  • Added Multiplicative and DoubleMultiplicative blend modes (TS/RA2 "AlphaImage"). [#7853]
  • Added support for configuring infantry ejection from demolished actors. [#7726]
  • Added support for per-cell colours in traits implementing IRadarSignature. [#7983]
  • Added support for multiple logic objects on widgets. [#8034]
  • Added upgrade rules support for map PlayerReferences. [#7875]
  • Added a setting to prevent resource growth on slopes [#8038]
  • Added an exit delay to prevent produced vehicles showing through closed doors. [#8043]
  • Added support for permanent SpawnActorPower. [#8068]
  • Added support for looping ambient sounds. [#7871]
  • Added support for reading depth data from TS .tmp files. [#7968]
  • Added a WithDecoration trait for custom actor decorations. [#8061]
  • Added Voiced trait and separated it from Selectable. [#8012]
  • Added DeathTypes to WithDeathAnimation. [#8066]
  • Improved ActorPreviews to better match the actual in-game appearance of actors. [#7937]
  • Changed map Health initializer to use an integer percentage instead of a floating point multiplier. [#7475]
  • Changed ProvidesCustomPrerequisite trait to ProvidesPrerequisite. [#7805]
  • Changed palette loading so that all palettes will have to be defined on the World actor. Third-party mods will need to take care to move PlayerColorPalette and PlayerHighlightPalette from Player to World in their YAML rules. There is no automatic upgrade rule. [#8125]
  • Replaced hard-coded Translucency25/50/75 and SoftAdditive GL BlendModes with the ability to create palettes with pre-multiplied alpha applied to a base palette. [#8176, #8240, #8248, #8289]
  • Removed RenderBuildingWarFactory trait in favor of the new WithProductionDoorOverlay trait. [#7862, #8045]
  • Removed PreventProne from DamageWarhead. Define DamageTypes instead and tie them together with DamageTriggers and DamageModifiers on the TakeCover trait. [#8011]
  • Removed RenderSprites animation keys. [#7890]
  • Removed deprecated Buildable.Owner field. Faction-specific build prerequisites should be used instead. [#8004]
  • Removed magic ActorReference and SmudgeReference handling. [#8017]
  • Removed RenderFlare and WithFire traits to use the generic WithSpriteBody. [#8044]
  • Removed automatic prerequisite granted by the Building trait. Use ProvidesPrerequisite instead. [#7805]
  • Removed ChargeAudio from RenderBuildingCharge and added it to the AttackCharge trait. [#7982]
  • Removed DeathType from DamageWarhead and replaced it with DamageTypes. [#8066]

External and In-game Map Editor

  • Fixed infantry missing from the actor palette. [#8046]
  • Fixed being able to place actors on terrains for which they were not designed. [#8130]
  • Added an in-game map editor. Click Extras - Map Editor on the main menu. [#8065]

Utility and Packaging

  • Fixed the documentation not showing all traits. [#8078]
  • Fixed a SystemNotSupportedException caused by third-party mod DLLs on .NET version 4.0 and above. [#8198, #8232]
  • Added an Appstream metadata file to Linux packages. [#7938]
  • Added file associations for .orarep replay files and handling of openra:// URLs for connecting directly to game servers to packages on all supported operating systems. [#7933, #7934, #8208]
  • Improved dependency fetching, build and packaging scripts. [#7907, #7953, #8083, #8229]
  • Improved OS X integration. Minimum supported OS X version is now 10.6. [#7933, #8037]
  • Removed the configure script. Use make linux-native-dependencies, make dependencies or just make all instead. [#8082, #8083]

20150424

General Improvements

  • Fixed a glitch that caused the crash dialog to display when restarting after a settings change. [#6888]
  • Fixed repairing unlinked bridges. [#6789]
  • Fixed a bug that would cause an MCV to get stuck in a limbo state when it was sold at the same time that a building was placed. [#6766]
  • Fixed a performance regression that was noticeable in laggy games. [#6900]
  • Fixed some performance issues with the pathfinder logic. [#6986]
  • Fixed passenger loaded into transports showing up on the radar minimap. [#7010]
  • Fixed weird rocket physics in close combat infantry fights. [#7009]
  • Fixed aircraft failing to attack targets that are within their minimum range. [#7088]
  • Fixed vehicles being unable to move to nearby walled cells. [#7045]
  • Fixed a division by zero error during plane repulsion calculations. [#7113]
  • Fixed units hunting cloaked units. [#7097]
  • Fixed a crash when observers were using development commands. [#7149, #7158]
  • Fixed GL_OUT_OF_MEMORY errors by disposing textures deterministically. [#6830]
  • Fixed not being able to configure the production tab shortcut keys. [#7215]
  • Fixed spamming messages into the debug.log file when opening the observer shroud selector drop down. [#7236]
  • Fixed high CPU usage in the server loop on Linux. [#7238]
  • Fixed a crash while kicking unresponsive players. [#6946]
  • Fixed a crash when removing (OnEntered) ProximityTriggers. [#7269]
  • Fixed drawing a selection rectangle when the mouse pointer leaves the minimap while changing the viewport. [#7267]
  • Fixed a race condition in the map download code. [#7265]
  • Fixed a crash with airdrop production that happened when the factory is destroyed in the same frame that the cargo actor is spawned. [#7313]
  • Fixed StartGameNotification not taking race variants into account. [#7681]
  • Fixed the diplomacy menu being displayed in mission or campaign maps. [#7392]
  • Fixed scattering and nudging activities not cascading outwards when all paths are blocked. [#7416]
  • Fixed exits of production buildings getting blocked. [#7416]
  • Fixed actors not being able to force-fire on transports. [#7445]
  • Fixed music volume not getting restored after changing it to 0 and pressing reset in the settings. [#7446]
  • Fixed the "/all" debug command to not disable already enabled debug options. [#7507, #7521]
  • Fixed underscores not being visible on the lowest line in the lobby chat. [#7527]
  • Fixed resources not growing beneath units. [#7555]
  • Fixed a bug where selling powered-down defense structures while a target was in range did not properly remove the structure from the world. [#7544]
  • Fixed defenses firing at friendly units after being captured. [#7544]
  • Fixed the sell icon not showing up as disabled while the building is being captured. [#7522]
  • Fixed the AI not building near a new construction yard after deploying MCVs outside of the initial base. [#7644]
  • Fixed a rendering glitch when structures become hidden by fog. [#7560]
  • Fixed background textures getting garbled when navigating through the menus in a specific way. [#7822]
  • Fixed visibility being updated even if both shroud and fog are disabled. [#7686]
  • Fixed revealing faction to enemies when the player chose one of the "Random" factions in the lobby. [#7722]
  • Fixed helicopters not moving into range when their target is too close. [#7896]
  • Fixed a bug in the game lobby where maps which lock a certain faction to a player would crash the game if that faction is unplayable. [#7966]
  • Added player name and color configuration to the Display settings. [#6682]
  • Added info about spectators, playtime and password protection to the server browser. [#6983]
  • Added a lobby option for disabling the "Short Game" mode. [#6964]
  • Added an info video button for selected missions. [#7072, #7196]
  • Added a notification in the lobby chat window when port forwarding is not working properly. [#7152]
  • Added support for hardware cursors for better mouse responsiveness. [#7175]
  • Added the ability to connect to games from different mods from within the server browser, which now groups servers by mod and version. [#7187]
  • Added a 'levelup' debug command that increases the veterancy levels of selected units. [#7314]
  • Added support for launching .orarep replays directly under Linux. [#4528, #7353]
  • Added key bindings to the Asset Browser to control playback of multi-frame .SHPs and videos. [Space] starts and pauses the playback, [Enter] stops it, and the left and right arrow keys can be used to move one frame back or forward, respectively, in .SHPs. [#7601]
  • Added a building's refund value to the tooltip when sell mode is active. [#7595, #7827]
  • Added the kill/death ratio to the observer stats screen. [#7529]
  • Added a "givecashall" debug command. [#7678]
  • Improved harvester unloading logic to avoid harvesters blocking each other at the refinery and to avoid multiple harvesters waiting in line to unload when there is another free refinery. [#7618]
  • Improved memory usage and performance in general. [#6756, #7071, #7091, #7093, #7141, #7232, #7230, #7262, #7203, #7281, #7288, #7291, #7334, #7231, #7424, #7488, #7305, #7560, #7561, #7577, #7671, #7723, #7734, #7746, #7784, #7834, #7952]
  • Changed the key that toggles team chat back to Tab. [#7039]
  • Changed exiting from the single-player lobby will now take you to the single-player menu instead of the main menu. [#7269]
  • Changed health bars to be two pixels shorter. [#7269]
  • Changed chat messages from allied players to be marked as such. [#7528]
  • Changed the server browser to flag started games that are password-protected as such. [#7894]
  • Replaced the implementation of the classic left-click orders with a new one that avoids the problems the older one had. [#6949, #7501]
  • Removed the map control percentage from the gameplay statistics because it cost too much performance for little gain. [#7845]

Red Alert:

  • Fixed glitches when attempting to chronoshift a deployed MAD tank. [#6945]
  • Fixed incompatible map errors with Fort Lonestar and the Drop Zone maps. [#6872]
  • Fixed a crash when playing the mission accomplished video in the first allies mission. [#6966]
  • Fixed teleported enemy units not showing up at the intended destination under certain circumstances. [#7042]
  • Fixed not being able to cycle stances for helicopters (defaults to HoldFire to save ammo). [#7185]
  • Fixed the demo truck explosion not affecting the actor that killed the demo truck. [#7423]
  • Fixed aircraft pushing helicopters out of the way by lowering helicopters' altitude. [#7487, #7842]
  • Fixed a bug exposed in the Allies03a mission which causes a crash when selling a captured building. [#7562]
  • Fixed pixel errors in the art for the flak truck and harvester. [#7897, #7950]
  • Added new campaign missions Soviet01, Allies03b and Allies05a. [#6796, #7360, #7406, #7830]
  • Added new stand-alone missions Survival 01 and 02. [#6934, #7164, #7375]
  • Added a flag decoration for KoTH or CTF-style games. [#6878]
  • Added difficulty levels to the Allies03a mission. [#7097]
  • Added "Enemy units approaching" notification to Fort Lonestar. [#7180]
  • Added repair voice notifications when using the repair pad. [#7298]
  • Added scroll buttons to the production palette when there is not enough space to display all icons. [#7227]
  • Added a new type of gem mine named GMINE. The previous gem mine named RAILMINE still exists, but no longer spawns gems. Maps that use it will no longer work as expected and will have to be updated manually. [#6846]
  • Added a cloak sound to the Phase Transport. [#7641]
  • Added a new 1v1 map: Ore Lord. [#7623]
  • Added minimum weapon ranges for helicopters. [#7896]
  • Added a lighthouse and a windmill as civilian map decoration. [#7923, #7924]
  • Added country sub-factions. [#7096, #7367, #7881, #7936]
    • Allies have been removed as a selectable faction
      • England (Espionage) can build phase transports and British spies.
      • France (Deception) can build mobile gap generators and fake structures.
      • Germany (Technology) can build chrono tanks and the advanced chronosphere.
    • Soviets have been removed as a selectable faction
      • Russia (Tesla) has access to the Tesla Tank and Shock Trooper.
      • Ukraine (Demolitions) can call in parabombs and build demo trucks.
  • Changed Tesla Coil and Missile Silo power requirements. [#7881, #7903]
  • Changed Shock Trooper's weapon and vision ranges. [#7794]
  • Changed the sniper unit to be unbuildable in skirmish/multiplayer games. [#7794]
  • Changed pillboxes to be more effective against unarmored targets. [#7794]
  • Changed the chat beep sound. [#7385]
  • Changed the spy plane to be non-targetable by AA weaponry. [#7404]
  • Changed the unit composition for the AIs to include more advanced units. [#6884]
  • Changed the icon for the Debug button to distinguish it from the Options button. [#7554]
  • Changed the ore silo to be buildable from the Defense/Support queue. [#7921]
  • Updated mission Monster Tank Madness. [#7329]
  • Replaced the build palette icon for the flak truck with art from the public domain. [#7679]
  • Replaced the mod logo with a higher-quality image. [#7864]
  • Removed bots on Hopes Anchor since they don't understand KotH rules and have pathfinding problems on this map. [#7114]

Tiberian Dawn:

  • Fixed incompatible map errors with the Drop Zone maps. [#6872]
  • Fixed beacon posters desaturation when opening the menu. [#7480]
  • Fixed mapping errors on the map "Break of Day". [#7413]
  • Fixed guard towers shooting an extra shot when killed. [#7483]
  • Added missions GDI03, GDI05a, Nod02a and Nod02b. [#6795, #7415, #7393, #7437, #7839]
  • Added categories to the tilesets in the map editor. [#7043]
  • Added some polish to mission gdi01. [#7052]
  • Added buildable, faction-specific construction yards when debug options are enabled. [#7477]
  • Added minimum weapon ranges for Orcas and Apaches. [#7896]
  • Removed map Year 501. [#6843]

Dune 2000:

  • Fixed prerequisites for Stealth Raider. [#6892]
  • Fixed infantry showing a muzzle flash when ordered to stop shooting. [#7090]
  • Fixed offset for fire animation on husks. [#7284]
  • Fixed a passable cliff tile [#7333]
  • Fixed some minor tileset issues. [#7259], [#7714]
  • Fixed smoke trails and Deviator explosions to use the correct art. [#7703]
  • Fixed prerequisites for the starport variants of the Trike and Carryall. [#7770]
  • Fixed airstrike squad size. [#7796]
  • Fixed spice blooms being drawn above harvesters under certain circumstances. [#7992]
  • Added more crate power-ups. [#6856]
  • Added the Carryall unit. [#6780, #7033, #7167, #7388, #7421, #7948]
  • Added the Sandworm. [#6821, #7126, #7177, #7220, #7278, #7170, #7524]
  • Added more rifle infantry to the starting units. [#7146]
  • Added new maps: Kanly, Eyes of the Desert and Battle for Dune. [#7220, #7656]
  • Added repair voice notifications when using the repair pad. [#7298]
  • Added guarding voice notification. [#7257]
  • Added "harvester insurance", meaning that a player receives a new harvester for free if their last one was eaten by a worm. [#7664]
  • Improved weapon/muzzle offsets on several units. [#7771]
  • Improved explosion effects on several units. [#7811]
  • Improved layout of the score screen. [#7990]
  • Changed the Deviator unit to only change its target's allegiance temporarily. [#6679]
  • Changed infantry to only take 80% damage on rough terrain. [#7331]
  • Changed the build palette design. [#7085, #7384, #7456, #7541, 7693]
  • Changed the description in the mod chooser. [#7540]
  • Changed harvesters spawned with refineries to be delivered by Carryalls instead. [#7664]
  • Removed map Brimstone. [#6843]
  • Removed factory dependency from starport orders. [#7296]
  • Removed the healing ability from the barracks. [#7336]
  • Removed duplication from actor definitions. [#7477]

Engine / Modding:

  • Fixed incorrect ordering of trait dependency resolution. [#6710]
  • Fixed hard-coded move cursor definitions for mobile actors. [#7079]
  • Fixed one failed primary objective being not enough to fail the mission properly. [#7081]
  • Fixed the Parachutable trait to work properly for vehicle drops. [#7102]
  • Fixed the game dropping developers in single-player games when halting the executable on purpose. [#7066]
  • Fixed bad behavior when using AnyUnitsAt in a frame end task [#6905]
  • Fixed sprite fonts leaking through mod switches. [#7362]
  • Fixed a bug/exploit that allowed the player credits to overflow to a negative number. [#7374]
  • Fixed wrong usage of the Stream.Read method. [#7531]
  • Fixed first animation frame of sprites being omitted. [#7483]
  • Fixed shadow frames not being checked separately throwing confusing sequence errors. [#7581]
  • Fixed a crash when a unit is built within range of an upgrade source and does not accept the upgrade. [#7702]
  • Fixed radar widget centering for non-square dimensions. [#7710]
  • Fixed hard-coded turn-to-attack delay by turning it into a property of the AttackPlane trait. [#7815, #7846]
  • Added support for terrain height maps. [#6855, #6901]
  • Added a 'Launch.Connect' command-line parameter to directly connect to a server. [#7121]
  • Added a cache of the initial path layer for faster path search startups. [#7108]
  • Added SpriteFont measurements to perf.log. [#6877]
  • Added support for unit testing. [#6797]
  • Added measuring the BuildDomains method and long TickRender calls in perf.log. [#6875, #6876]
  • Added support for passengers to provide upgrades to their transport. [#6770]
  • Added an option to set the facing of passengers relative to their transport when unloading. [#6957]
  • Added Power, Proximity and KilledOrCaptured triggers to the Lua API. [#6934]
  • Added a difficulty selector for single-player missions. [#6934]
  • Added support for disabling traits with upgrades and upgrade levels. [#6745, #6750, #6760, #6768, 7018]
  • Added support for Tiberian Sun (hqvqa) FMVs. [#6638]
  • Added and updated trait documentation. [#6890, #6995]
  • Added decloak interactions to Infiltrate and Demolition actions. [#7138]
  • Added a configurable move delay to AttackWanders. [#7222]
  • Added Reverses field to sequences for TS/RA2. [#7732]
  • Added support for per-sequence animation defaults. [#7700]
  • Added OnDiscovered and OnPlayerDiscovered triggers to the Lua API. [#7492, #7984]
  • Added a new field SpriteSequenceFormat in mod.yaml for pluggable sequence definitions. [#7631]
  • Added the ability for mod makers to group countries together for random country selection. [#7476]
  • Added support for custom mod data definitions in mod.yaml. [#7606]
  • Added support for indentation using spaces in .yaml files. [#6984]
  • Added support for notifying the player when enemy units come into view. [#7170]
  • Added new functions for playing in-game videos in the radar bin and showing floating texts on the map to the Lua API. [#7156, #7599]
  • Added support for faction-specific artwork variants. [#7477]
  • Added support for faction specific actor type lists to the EmitInfantryOnSell trait. [#7648]
  • Added support for per-sequence image defaults. [#7814]
  • Added support for heightmaps when calculating cursor position. [#7748]
  • Added support for pluggable upgrade modules on buildings. [#7812]
  • Added support for RA2 audio.bag/.idx packages. [#7573]
  • Changed the AnnounceOnBuild trait to only announce actors when they get built, not when they get created. [#6851]
  • Changed the map importer to omit Health and Facing values from actors when they are at their default values. [#7269]
  • Changed implicit tile definitions to explicit Clear tiles. [#7707]
  • Changed the pathfinder as the first step of a larger performance and correctness overhaul. [#7430, #7959]
  • Changed the GivesBuildableArea trait to work with non-building actors. [#7155, #7462]
  • Changed the SoundOnDamageTransition trait to support lists of sounds, from which one will be chosen at random. [#7640]
  • Improved weapon ammo configuration. [#7324]
  • Improved trait documentation. [#7593, #7634]
  • Improved projectile definitions. [#7639]
  • Moved generic RTS code to the OpenRA.Mods.Common project. [#6732, #6733, #6894, #6897, #6898, #6906, #6917, #6921, #6963, #7013, #7036, #7106, #7107, #7122, #7129, #6964, #7153, #7157, #7162, #7194, #7254, #7263, #7271, #7282, #7295, #7316, #7337, #7307, #7354, #7435, #7436, #7564, #7608]
  • Replaced the PlayMusicOnMapLoad trait with a PlayMusic Lua API function. [#6880]
  • Replaced the TiberiumRefinery and OreRefinery traits with a single Refinery trait. [#7098]
  • Replaced Selectable and UseAsShellmap map settings with one MapVisibility bit field. Map format incremented to revision 7. [#7134]
  • Replaced the RenderInfantry and RenderDisguise traits with WithInfantryBody and WithDisguisingInfantryBody, respectively. [#7638]
  • Replaced the legacy tileset extension parsing with a more flexible support for tileset-specific art. [#7631, #7733, #7738, #7741, #7749]
  • Removed the BelowUnits trait, which has been replaced by per-sequence ZOffsets. [#6456]
  • Removed the unused Movies: lists. [#7418]
  • Removed the deprecated PerCellDamage warhead type. [#7318]
  • Removed DeadBuildingState. Use WithDeathAnimation. [#7483]
  • Removed the legacy sidebar. Mods using it will have to port their UI to the new sidebar. [#7461]

Utility and Packaging

  • Fixed a crash in the Utility when creating minimaps for some maps. [#6861]
  • Fixed build failures with different mono versions. [#6931, #7357, #7820]
  • Fixed the uninstaller not working properly when the game was still running. [#7510]
  • Fixed asset browser frame index being off by one compared to the sequence definitions. [#7580]
  • Added a --replay-metadata utility command to parse the info block from replay files. [#7458]
  • Added support for importing Dune 2000 maps with the new --import-d2k-map utility command. [#7135]
  • Added /lib and /lib64 to the search path for the lua library on Linux. [#7652]
  • Added missing dependencies to Debian package. [#7674]
  • Updated the bundled MaxMind GeoIP2 library to version 2.1.0. [#6902]
  • Removed the unmaintained TilesetBuilder. [#7772, #7867]

20141029

General Improvements (all mods):

  • Fixed actors remaining in control groups after they have been captured. [#5991]
  • Fixed issues that occur when aircraft are outside the map borders. [#5993]
  • Fixed map-placed structures being unsellable. [#6014]
  • Fixed buildings being selected when drag-selecting an MCV. [#6052]
  • Fixed a glitch that prevented the AI from repairing buildings damaged by support powers. [#6085]
  • Fixed Obelisks and Tesla Coils not looking for new targets when the current one goes out of range. [#6127]
  • Fixed a glitch that caused idle overlays to display during actor transformations. [#6151]
  • Fixed a server glitch that could kick all players when starting a game. [#6271]
  • Fixed units killed when surrendering counting towards end game statistics. [#6274]
  • Fixed laser zaps being visible under the fog. [#6304]
  • Fixed a shroud glitch when the clear and reset shroud cheats were used repeatedly. [#6310]
  • Fixed cloaked APCs remaining hidden when they unload passengers. [#6358]
  • Fixed several glitches with unit selection for observers. [#6426]
  • Fixed issues with paradropped crates landing on units that cannot collect them. [#6437]
  • Fixed the beacon placement mode not canceling when right-clicking. [#6506]
  • Fixed beacons not being removed when support aircraft have been shot down. [#6505]
  • Fixed craters and scorch marks being rendered above resources. [#6323]
  • Fixed background color of FMV player. [#6220]
  • Fixed the AI using support powers on cloaked units that it cannot see. [#6488]
  • Fixed crashes that occurred on maps with a very small cordon. [#6334, #6548, #6550]
  • Fixed mine and explosion crate damage. [#6606]
  • Fixed units teleporting into transports. [#6528, #6662]
  • Fixed transport helicopters ignoring an unload order while they are flying. [#6690]
  • Fixed tanks not crushing sandbags, fences etc. when driving over them at certain angles. [#6767]
  • Fixed the loss of CTRL+NUMBER control groups when transforming units such as MCVs. [#6765]
  • Fixed a crash when double-clicking a replay with an unknown map. [#6800]
  • Fixed missing slider thumb button. [#6814]
  • Fixed being able to start missions with invalid rules. [#6832]
  • Fixed passengers revealing shroud at their original position when exiting from a transport. [#6838]
  • Added a flashing effect to actors before they are demolished by C4. [#5904]
  • Added notifications when the lobby options are changed. [#6108, #6217, #6446]
  • Added configuration settings for the build palette hotkeys. [#6129]
  • Added tab completion for player names and console commands to chat widgets. [#6281, #6347]
  • Added weapon reload times decreasing and weapon accuracy increasing with rising experience/veterancy. [#6079, #6344, #6510]
  • Added checks to prevent players from selecting colors that are too similar to other players or the terrain. [#6239, #6512]
  • Added a debug option to show the amount of damage received by actors during attacks. [#6388]
  • Added support for pasting text into input fields. [#6441]
  • Added a setting to also zoom the mouse cursor when pixel doubling is enabled. [#6266]
  • Added a dynamic search field to the map chooser. [#6504, #6676]
  • Added a button click sound when operating scrollbars and dismissing drop-down panels. [#6621, #6623]
  • Added a simpler tooltip display for single-player missions. [#6613]
  • Added a new force-move order for entering transports that will cause units to enter nearby transports if the selected one is already full. [#6528]
  • Improved in-game menus. [#6059, #6335, #6360]
  • Improved the handling of unresponsive clients, who will now be dropped after 90 seconds without network traffic. [#6546]
  • Improved the observer sidebar. [#6737]
  • Improved error messages when asset-download connections fail. [#6489]
  • Changed replay maximum playback speed. [#5850]
  • Changed the download dialog to scale units of measurement. [#6399]
  • Changed the default lobby text focus to the chat text field. [#6053]
  • Changed turreted units to move their turret to face forward after they have finished attacking. [#6503]
  • Changed harvesters to start harvesting when they are built from a factory. [#6634]
  • Removed ability to install music while a game is in progress to prevent players getting kicked during installation. [#6150, #6522]
  • Removed the ability to record games started from the single-player mission menu to avoid spoilers and crashes due to desyncs. [#6210]

Red Alert

  • Fixed boats being built at the submarine pen instead of the shipyard and vice versa. [#6035]
  • Fixed cloaked units getting detected by chronosphere or iron curtain cursors [#6074]
  • Fixed MAD tanks misbehaving with multiple deploy orders [#6094]
  • Fixed aircraft flight separation. [#6087]
  • Fixed planes taking off on their own when ordered to return to base using hotkeys. [#6160]
  • Fixed an exploit where minelayer preview overlays would reveal enemy units under fog. [#6309]
  • Fixed the unread news button blinking in a too subtle color. [#6279]
  • Fixed a shore line tile having a bogus river terrain definition thus breaking landing crafts. [#6351]
  • Fixed only turrets of tanks being drawn on top of the landing craft during unload. [#6428]
  • Added a new sidebar [#5972, #6543]
  • Added Soviet kennel for training dogs. [#6070]
  • Added infantry crushing to the Light Tank, APC, and both Minelayers. [#6123]
  • Added tech level prerequisites to certain crates. [#6189]
  • Added spy ability: infiltrate power plant to disable power for 30 seconds. [#6202]
  • Added chinooks to the desert shellmap. Watch out for something special on Halloween! [#6378]
  • Added cloak detection to all defensive buildings. [#6414]
  • Added an invulnerability crate. [#6556]
  • Added briefing videos to the campaign mission selector. [#6706]
  • Added additional sound effects. [#6799]
  • Added new and updated multi-player maps. [#6477, #6841]
  • Improved single-player mission selection. [#6377, #6379, #6552, #6699, #6722, #6762, #6748]
  • Changed planes/helicopters to build from the same production queue. [#6035]
  • Changed conquest victory conditions so that support buildings will not need to be destroyed to win. [#6414]
  • Changed price (and build time) of Yak and Hind from $1000 to $1350. [#6414]
  • Changed Longbow hit points from 150 to 120. [#6414]
  • Changed Hind hit points from 150 to 100. [#6414]
  • Changed projectile speed of AA gun so it misses less often. [#6414]
  • Changed defense queue production bar from sky blue to grey. [#6557]
  • Changed demolition trucks to explode when targeted with an Iron Curtain. [#6556]
  • Removed Tanya's ability to plant C4 on vehicles. [#6414, #6607]
  • Removed the ability to add bots to the Poland Raid and Burlesca maps, where they can have serious performance issues. [#6215]
  • Removed a number of maps that had various issues. [#6842]

Tiberian Dawn:

  • Fixed a map glitch in Sea & Cake. [#6088]
  • Fixed Apache's guns being blocked by walls. [#6194]
  • Fixed duplicated click sounds when selecting production tabs. [#6321]
  • Fixed graphics glitches with the gunboat. [#6772]
  • Added statistics dialog for replays and observers. [#6397]
  • Added a "Civilian building captured" EVA notification. [#6451]
  • Added briefing videos to the campaign mission selector. [#6706]
  • Improved single-player mission selection. [#6284, #6306, #6324, #6325, #6326, #6327, #6328, #6699, #6762, #6769, #6835]
  • Changed balancing for Flame and Stealth Tanks. [#6009, #6010]
  • Changed hitpoints for the Commando unit from 200 to 150. [#6649]
  • Changed price for the Recon Bike from $500 to $600. [#6825]
  • Changed damage within the hit area for Ion Cannon. [#5941]
  • Changed the advanced power plant's footprint to match the original game. [#6230]
  • Changed conquest victory conditions so that support buildings will not need to be destroyed to win. [#6414]
  • Reduced volume of cash tick sounds. [#6627]

Dune 2000:

  • Fixed some broken tiles. [#6026]
  • Fixed Atreides barracks build animation. [#6042]
  • Fixed errors in infantry animations. [#6331, #6371, #6418]
  • Added a new Arrakis logo for load screen and mod chooser. [#6091]
  • Added tech level prerequisites to certain crates. [#6189]
  • Added support for capturable technology. [#5891]
  • Added new maps. [#6026, #6844]
  • Changed AI unit composition. [#6007]
  • Changed ornithopter airstrike. [#6315]
  • Changed building footprints for the Palace and Starport. [#6244]

Engine / Modding:

  • Fixed breaking the select actor hotkeys when the shroud was disabled. [#6098]
  • Fixed reporting of wav audio track length. [#6089]
  • Fixed compilation errors when using Mono 3.6. [#6313]
  • Fixed infantry not unloading into proper subcells. [#6208]
  • Fixed missing debug symbols when compiling with an IDE under Unix. [#6392]
  • Fixed an OpenAL related crash on Windows 8.1 64-bit edition. [#6513]
  • Fixed a crash when using curly braces in player names [#6526]
  • Fixed maps with invalid rules not being recognized as such and crashing the game. They will be flagged in the lobby as incompatible instead. [#6788]
  • Added more flexibility to Missile logic. [#6471]
  • Added much more flexibility to crate rewards. [#5921]
  • Added support for an actor upgrade system to allow purchasing unit and building upgrades. [#6110, #6474]
  • Added support for selling non-building actors. [#6065]
  • Added support for IMA ADPCM audio. [#6173]
  • Added support for the C&C Generals .big package format. [#6255]
  • Added BuildAtProductionType parameter to restrict production to a specific factory. [#6035]
  • Added MaxSpread parameter to warheads for more control over maximum area of damage. [#5941]
  • Added ClonesProducedUnits trait that implements the RA2 cloning vat logic. [#5910]
  • Added a MovesToShroud property to Mobile, Helicopter, and Plane to prevent move orders into the shroud. [#6022]
  • Added a dedicated Power trait for specifying power usage / generation. [#6133]
  • Added support for custom warhead types. [#6030]
  • Added support for configurable infantry sub-cells in mod.yaml. [#6100]
  • Added smarter and more configurable decisions on where the AI should place support powers. [#5867]
  • Added diplomatic stance checks to weapons and warheads to control friendly fire. [#6162]
  • Added support for FMV (full-motion video) playback to the asset browser. [#6643]
  • Added support for mods to add their own sprite format parsers in their mod dll. [#6673]
  • Added additional trait documentation. [#5999, #6675, #6681]
  • Improved compression of all loose SHPs. [#5997]
  • Improved configurability of infantry sequences and explosion effects. [#5973, #6396, #5937]
  • Improved support for units dropping crates on death [#6152]
  • Improved performance and memory usage. [#5851, #5853, #5985, #6698, #6758]
  • Improved the new Lua API. [#6059, #6188, #6201, #6556, #6574, #6598, #6650, #6736, #6762, #6776]
  • Changed weapon versus definitions to use integer percentages (50 instead of 50%). [#6265]
  • Renamed InfDeath attributes to DeathTypes. [#6372]
  • Moved SellSounds from Building to Sellable. [#6362]
  • Moved generic RTS code to the OpenRA.Mods.Common project. [#6511, #6493, #6521, #6536, #6632, #6640, #6663, #6667, #6705, #6714, #6723, #6727, #6852]
  • Removed special case RenderInfantryProne and RenderInfantryPanic. RenderInfantry now provides the required functionality. [#6224]
  • Removed RemoveImmediately trait and replaced it with KillsSelf. [#6556]
  • Removed the legacy Lua API. [#6786]

Map editor:

  • Fixed crashes when encountering unknown tile templates. [#6824]

Utility and Packaging

  • Fixed a crash when importing legacy maps. [#6143]
  • Fixed breakage in the --png command. [#6847]
  • Added a new --generate-dps-table command that will calculate damage per second data for each type of actor and export it to a .csv file. [#6534]
  • Added a utility.cmd script for better usability of the command line tool on Windows. [#6764]
  • Changed the crash-detection handling by moving it into external launchers. [#6791]
  • Improved the OSX application package. [#6300, #6307, #6438, #6452]
  • Removed the obsolete --transpose command from the utility program. [#6673]

20140722

General Improvements (all mods):

  • Fixed a crash caused by missiles leaving the map boundaries. [#5687]
  • Fixed a crash when salvaging husks or capturing buildings that have just been destroyed. [#5801]
  • Fixed a rare crash when connecting to a server with a custom map. [#5890]
  • Fixed a regression where lobby tooltips were not shown. [#5680]
  • Fixed C4 cursor showing for walls under fog. [#5579]
  • Fixed attack cursors showing for buildings hidden under shroud. [#5989]
  • Fixed resources (tiberium, ore) growing beneath building bibs. [#5807]
  • Fixed mission description scroll bar being out-of-bounds. [#5667]
  • Fixed the replay filter dropdown height. [#5646]
  • Fixed repair wrench overlay not pausing when the repair pauses. [#5539]
  • Fixed target line color for RallyPoint which is an AttackMove. [#5470]
  • Fixed cloaked actors under fog showing a tooltip to the enemy. [#5627]
  • Fixed in-game news not updating in all mods. [#5860]
  • Fixed news parsing crashing the game. [#5860]
  • Added tech levels (configurable in the lobby options). [#5833, #5898, #5901]
  • Added a setting to lock the mouse cursor inside the game window. [#5590, #5597]
  • Added filter as you type for file names in the asset browser. [#5813]
  • Added repair bonus for multiple players. [#5768]
  • Added a developer hotkey for reloading the UI artwork. [#5550]
  • Added an /all commandline cheat to enable every single developer cheat at once. [#5631]
  • Added a dialog asking for a restart when setting changes require it. [#5600]
  • Improved harvesters to leak resources onto the ground when they are destroyed. [#5305]
  • Improved scroll-panel scrolling. [#5628]
  • Improved commandline cheats to be always available in skirmishes and missions. [#5631]

Red Alert:

  • Fixed capturing enemy buildings not unlocking new build options. [#5759]
  • Fixed pillboxes not ejecting their garrisoned infantry when sold. [#5696]
  • Fixed paratroopers that land on water or cliffs not dying. [#5695]
  • Fixed a glitch where damaged walls could become invisible. [#5835]
  • Fixed the sonar pulse ability (unlocked by infiltrating a submarine pen with a spy). [#5698]
  • Fixed inconsistently colored aircraft production tabs. [#5926]
  • Fixed gem mine palette on desert maps. [#5987]
  • Fixed aircraft flying outside the map becoming unselectable. [#5967]
  • Added back the Fort Lonestar minigame that was removed in the last release. [#5469]
  • Added rally points to airfields to take off and unblock after plane construction. [#5470]
  • Added SHIFT + unit hotkey to queue 5 units. [#5763]
  • Added a faster chinook helicopter landing speed and removed the forced turn. [#5834]
  • Added support for downloading the game music files. [#5304]
  • Added beacon posters for the spy plane, paratroopers, and parabombs. [#5854]
  • Added explosion radius to large oil derricks. [#5930]
  • Removed the flare from paratroopers and parabombs. [#5854]
  • Removed the ability for Snipers to garrison churches. [#5742]
  • Improved minelayers now also support the original right-click order to lay a single mine. [#5697]
  • Improved the build palette icon ordering [#5944]

Tiberian Dawn:

  • Fixed a crash if a production structure was destroyed while mousing-over the production palette. [#5798]
  • Fixed capturing enemy buildings not unlocking new build options. [#5759]
  • Fixed visual offsets for the Blossom Tree. [#5792]
  • Fixed a glitch where damaged walls could become invisible. [#5835]
  • Added support for downloading the game music files. [#5304]
  • Added a community-contributed jungle tileset. [#5330]
  • Improved the blue tiberium artwork. [#5808]
  • Improved the chinook landing behaviour. [#5834]

Dune 2000:

  • Fixed the incorrect prone-firing animation for the Sardaukar unit. [#5818]
  • Fixed the concrete placement indicator for cells containing units. [#5911]
  • Added starting unit options. [#5732, #5733]
  • Added SHIFT + unit hotkey to queue 5 units. [#5763]
  • Added a veterancy levelup rank crate. [#5779]
  • Added a new map Mount Idaho [#5805]
  • Changed ramps to be infantry only like in the original. [#5932]
  • Improved the shellmap. [#5804]

Engine:

  • Fixed a crash when loading game assets. [#5509]
  • Fixed a crash when parsing certain OpenGL version strings. [#5596]
  • Fixed replay corruption when the game closes unexpectedly. [#5735]
  • Added a new option ReadyTextStyle (Solid, AlternatingColor or Blinking) to BuildPalette. [#5517]
  • Added support for weapon warheads that spawn resources on the ground. [#5305]
  • Added support for weapon warheads to define custom prone-damage modifiers. [#5824]
  • Added a timeout to automatically clean up UPnP forwarded ports. [#5649]
  • Added a shadow setting to missile projectiles. [#5828]
  • Improved map chooser preview generation speed. [#5503, #5505]
  • Improved performance and memory usage. [#5401, #5405, #5406, #5463, #5484, #5567, #5541, #5504, #5540, #5601, #5602, #5616, #5635, #5679, #5712, #5751]
  • Improved strictness of resource cleanup. [#5410]
  • Removed the SpyPlanePower trait (spy planes can be implemented using AirstrikePower). [#5854]

Map Editor and OpenRA.Utility:

  • Added a utility command for extracting translatable UI strings. [#5152]
  • Improved output compression of the png -> shp converter. [#5781]

Build system and packages:

  • Fixed a crash when using the Visual Studio debugger. [#5731]
  • Added additional lint passes to check for common map errors. [#5706, #5769, #5794]

20140608

General Improvements (all mods):

Gameplay changes:

  • Fixed unloading passengers moving unnecessarily far from their transport.
  • Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload.
  • Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog.
  • Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time.
  • Fixed unit build time calculation (accounts for the current power state, not the power state when it was queued).
  • Fixed a crash when connecting to a server with an unavailable map.
  • Fixed walls not updating when neighboring sections were sold or destroyed.
  • Fixed a bug where a player could queue production of multiple build-limited units. [#5188]
  • Fixed a number of bugs related to the tech tree. [#5233]
  • Fixed a crash when dead units are unloaded from a transport. [#5324]
  • Fixed a crash when aircraft are ordered to a different airfield / helipad. [#5390]
  • Fixed a crash when starting to repair a building at the same time that it dies. [#5523]
  • Fixed a glitch that prevented units on bridges from being targetable. [#5381]
  • Fixed units retaliating against the support-power structures after being damaged by a support power. [#5329]
  • Fixed Nuclear missile travel time to be independent of map size.
  • Fixed units being unable to guard planes or helicopters.
  • Fixed own/allied units blocking production exits.
  • Fixed performance issues with units pathing to naval transports.
  • Fixed unit moving to transports that have moved.
  • Fixed an exploit where you could add control groups on enemy units.
  • Added placeable beacons that highlight an area to allies and spectators (Hotkey: F9). [#4682, #4930, #5093]
  • Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
  • Added radar notifications for units or buildings under attack, and for beacon events.
  • Added AttackMove and Guard abilities to Aircraft and Helicopters.
  • Added cheat button to grow map resources.
  • Adjusted default pause hotkey from F9 (now used for beacons) to F8.
  • Adjusted husks to be damageable (use force-fire to destroy them), and appear darkened (burnt) to distinguish them.
  • Adjusted Support powers to reveal their target area (only) when they strike.
  • Adjusted helicopters to automatically take off and move to their rallypoint after being repaired or rearmed. [#5250]

In-game UI changes:

  • Fixed chat synchronization in replays.
  • Fixed unclickable area on the right edge of the production palette.
  • Fixed single resources being invisible and unharvestable. [#5571]
  • Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
  • Added Ctrl+T shortcut for selection of all units matching the types of the currently selected ones across the screen and map.
  • Added a hotkey toggle for pixel doubling (default .) [#5142]
  • Added an error dialog if the server connection is lost.
  • Added a combined shroud view of every player to the replay viewer and spectator mode.
  • Added playback speed controls to replays.
  • Added a new cursor type for attacking targets that are out of range.
  • Added a warning dialog when force starting a match.
  • Added support for console commands. Type /help in the chat list to see a list. [#5253]
  • Improved the observer/replay view selector with teams, factions, player colors, and hotkeys.
  • Improved chat scrolling behavior. [#5191]
  • Adjusted the READY overlay to blink when a building is ready to place. [#5178]
  • Adjusted unit order lines to display when a unit is selected.
  • Removed health bars and selection boxes from walls.

Main menu / Lobby changes:

  • The UI logic has been unified between TD and RA/D2K, allowing all mods to provide the same options.
  • Fixed an issue where names would reset in the lobby. [#5115]
  • Fixed a bug where a bot could be automatically added to maps that don't support them. [#5143]
  • Added a new mod selection window, which now appears on the first game start.
  • Added a Singleplayer menu that provides direct access to the missions and skirmishes vs bots.
  • Added an Extras menu for miscellaneous extras to reduce clutter from the primary menu.
  • Added a community news panel. [#5279]
  • Added a preference for the (mousewheel / trackpad) scroll-panel scroll speed. [#5297]
  • Added filters and file management to the replay browser. [#5215]
  • Added animations to the color-picker preview image.
  • Added a check for unsupported maps to the lobby. [#5353]
  • Added the ability for admins to disable spectators from joining a multiplayer game.
  • Added support for custom map previews in the lobby. Map authors can include a map.png inside their oramap package.
  • Improved support for installing custom maps via the lobby.
  • Improved spawn point selection in the lobby. [#5192]
  • Improved chat scrolling behavior. [#5307]
  • Improved the MP server browser to fetch unknown map details from the OpenRA content site.
  • Improved the asset browser file list to sort names in alphabetical order.
  • Moved the MP create game and direct connect buttons to the server browser window.

Dune 2000:

  • Fixed the repair indicator positioning. [#5512]
  • Added the Atreides grenadier from the 1.06 patch.
  • Added randomized tiles for Sand and Rock terrain.
  • Added shroud by default (can be disabled via the lobby settings).
  • Added shrapnel when buildings are destroyed.
  • Added active animations for all structures. [#5119, #5124, #5134, #5138, #5373, #5376, #5393]
  • Added the BLOXXMAS terrain tiles from the 1.06 patch.
  • Added concrete plates and building weathering.
  • Adjusted Saboteur to allow demolition of vehicles, but not walls.
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Improved turret rendering to integrate visually with walls.
  • Removed the build radius restrictions.
  • Corrected Fremen's tooltip [#5488]

Red Alert:

  • Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable tanya glitch).
  • Fixed transparency glitches in the sniper icon.
  • Fixed Spies having an enemy team-color health bar when disguised as a friendly unit.
  • Fixed an issue where husks were hidden under the refinery bib. [#5306]
  • Fixed ore mine artwork in the interior tileset. [#5316]
  • Fixed spies not being removed from the minimap after they infiltrate a structure.
  • Fixed Gem Mines having an incorrect land footprint.
  • Fixed Gap generators spinning when disabled or low-power. [#5138]
  • Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
  • Fixed chronoshifted units not returning if the origin cell was blocked.
  • Added player colors to Engineers.
  • Added more player color to the bottom edge of SAM sites. [#4909]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added door open/closing animations to the naval transport.
  • Added splash effect when aircraft crash into water. [#5346]
  • Added additional terrain-specific artwork for the Allied Barracks and the Missile Silo.
  • Added Phase Transport, an Allied high-tech infantry transport which can cloak. [#4855]
  • Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
  • Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
  • Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy; balanced Doubles and Man to Man. [#5420]
  • Added new mission: Intervention. [#5483]
  • Adjusted Tanya to allow demolition of bridges and vehicles, but not walls.
  • Adjusted Mechanics to allow capturing of unit husks (which are repaired to 25% health).
  • Adjusted Allied and Soviet factions to both build general-purpose mines, instead of AT and AP mines respectively. [#4827]
  • Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766, #4810, #4855, #4960, #5020, #5070, #5086, #5219]
  • Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and "Island Map AI" to "Naval AI". [#4613]
  • Improved chinook rotor animation. [#4805]
  • Improved explosions for several vehicles. [#5091]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved the corners of the dialog borders.
  • Improved attack-move mouse cursor.
  • Improved Chrono tank ordering: tanks can be teleported in groups by holding SHIFT or ALT while issuing a move order.
  • Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts.
  • Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI", "Tank AI". [#4613]
  • Removed the hardcoded missions. These will be later reimplemented using lua.
  • Replaced the previous shellmaps with a new lua-scripted version.

Tiberian Dawn:

  • Fixed various glitches in the tilesets with passable cliffs and rocks. [#5289]
  • Fixed helicopter reload behavior. [#5345]
  • Fixed MCV not crushing infantry. [#5212]
  • Fixed Chinook being unable to land on Tiberium, and improved rotor animation. [#4805]
  • Fixed dinosaurs not being able to collect crates.
  • Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
  • Fixed the cursors used for sabotaging and capturing buildings/units (they were swapped).
  • Fixed tech structures counting towards victory/loss. [#5146]
  • Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during low power. [#5138]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved tree footprints to allow unit movement through forests.
  • Improved or replaced several mouse cursors.
  • Adjusted Commando to allow demolition of bridges, but not walls.
  • Adjusted Commando to no longer shoot (ineffectively) at vehicles or buildings. [#5063]
  • Adjusted balance of most other units and structures to reduce the effectiveness of static defences, and more clearly define unit roles. [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to "HAL 9001". [#4613]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added new maps: Letters from Lexington, Pirates and Empires, White Acres, Year 501, Pressure, Profit Over People [#5275, #5407]
  • Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899, #5462]

Engine:

  • Fixed the long first-startup delay on OSX. [#5244]
  • Added a new lua interface for scripted maps. The previous interface is now deprecated. [#5190]
  • Added, changed, or removed a number of traits (see the full traits list for the full list).
  • Added custom palette overrides to many traits. [#5125, #5137, #5185, #5217, #5218, #5238, #5329, #5392]
  • Added an IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
  • Added a command-line parameter Launch.Replay=$FILEPATH to launch the game directly into a replay.
  • Added support for tech levels as included in the original games. [#5280]
  • Added support for rectangular cells with forced perspective by specifying a custom TileSize in mod.yaml
  • Added initial support for the tmp(TS) tile format.
  • Added load-time performance measurements to perf.log. [#5184]
  • Changed platform integration to use SDL 2 everywhere (previously only supported under OSX), and remove SDL 1.2 / Cg. [#5226]
  • Changed the underlying project layout, merging OpenRA.FileFormats.dll into OpenRA.Game.exe and reorganizing namespaces.
  • Changed many traits properties to use world coordinates. OpenRA.Utility includes a command for automating the unit conversions (see upgrading mods to a new release).
  • Improved caching of mod and map rules for significantly reduced load times. [#5234]
  • Improved the internal map management and preview generation code.
  • Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
  • Changed the server Message of the day to share a default motd.txt gets that is created in the user directory.
  • Fixed aircraft not replying with a voice when ordered to stop. [#5453]

Map Editor and OpenRA.Utility:

  • Fixed the editor flood fill tool on similar grass/snow/desert tiles.
  • Fixed broken random tiles in Red Alert's snow tileset [#5447]
  • Fixed a river template in Red Alert not expanding to 3x3 [#5447]
  • Added support for file globs to OpenRA.Utility --shp under windows. [#5266]
  • Added an --upgrade-mod feature to upgrade the yaml of mods to the latest specifications (see upgrading mods to a new release).
  • Moved legacy INI/MPR map import to OpenRA.Utility

Build system and packages:

  • Fixed broken FreeType 2 dependency for Fedora RPM.
  • Added HTML documentation to the Windows installer.
  • Added a counterpart to the Makefile for Windows users. Run make.cmd to see options for compiling the source code.
  • Changed make clean to remove intermediate files created by MonoDevelop. [#5089, #5128]
  • Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation.

20131223

All mods:

  • Fixed dead units sometimes exploding or leaving husks when they weren't in the world.
  • Added hover and disabled button states (RA / D2K / TS)
  • Added double click start support to the replay browser.
  • Fixed low projectiles not colliding with walls.
  • Fixed double-click selection priority glitches.
  • Improved UI decorations (selection boxes, target lines, etc) in pixel double mode.
  • Added additional stand animations to infantry (RA / TD)
  • Added the ability to double click select maps and music.
  • Fixed base attack notification playing when allied engineers repaired your buildings.
  • Improved the ingame chat interface and input, with it defaulting to Team Chat.
  • Redesigned the settings panel.
  • Re-added move flashes.
  • Added a setting to always display unit status bars (can also be toggled by hotkey).
  • Added a setting for team health bar colors.
  • Added a new hotkey to select all units on screen (default: CTRL + A).
  • Added a new hotkey to jump to production buildings (default: TAB).
  • Changed default hotkey (PageUp/Down) for build palette cycling and made reverse user configurable.
  • Improved shroud/fog rendering.

Asset Browser:

  • Fixed crashes when trying to load invalid filenames or sprites with just 1 frame.
  • Added support for all sprite types.
  • Added palette chooser and colorpicker dropdown boxes.
  • Overhauled layout.

Red Alert:

  • Added MAD Tank.
  • Fixed a crash in Monster Tank Madness.
  • Fixed medics sometimes healing enemies.
  • Reduced Giant Ant selection box size.
  • Fixed paradrop description.
  • Adjusted button highlight color to dark wine red.
  • Fixed ant hills using the wrong tile ID.
  • Adjusted Zombie build palette position.
  • Fixed attack dogs causing crashes by attacking non-infantry.
  • Disabled cloak/uncloak sound for camouflaged Pillbox.
  • Added two Lua-powered single player missions, ported from Red Alert's single player campaign.
  • Fixed aircraft falling down not revealing shroud.
  • Fixed floating crate artwork.

Various balance adjustments:

  • Uparmored Mobile Radar Jammer to heavy.
  • Uparmored Mobile Gap Generator to heavy, increased its shroud generation range from 4 to 6, and reduced its price from $1500 to $1200.
  • Reduced Gap Generator price from $1000 to $800.
  • Made Construction Yard sellable again.
  • Reduced MCV build time from 1 minute to 32 seconds.
  • No-base MCV crate chance reduced from ~100% to ~70%.
  • Introduced a maximum build radius of 16 cells from the nearest friendly Construction Yard.
  • Increased movement speeds of Rocket Soldier, Flamethrower, and Tesla Trooper from 3 to 4.
  • Reduced Tesla Trooper price from $500 to $400.
  • Increased Artillery price from $600 to $800, and increased its health from 75 to 100.
  • Increased V2 Rocket price from $700 to $900, reduced its movement speed from 7 to 6, increased its health from 150 to 200, reduced its warhead damage against primary base structures, and increased its rate of fire.
  • Increased Hind damage from 20 to 30, and introduced a small additional damage bonus against infantry.
  • Increased Longbow health from 120 to 150, increased its missile damage against ground targets from 40 to 60, increased its missile rate of turn from 5 to 10, and introduced a slight delay between missile launches.
  • Increased Grenadier projectile speed.
  • Reduced Medic price from $300 to $200.
  • Reduced Mechanic price from $800 to $500.
  • Added a 20% chance to eject a driver from destroyed vehicles.
  • Added production speed-ups for additional production buildings of the same type. Up to 50% faster production can be achieved with 7 production buildings.
  • Decreased the Oil Derrick cash rate from every 10 seconds to every 15 seconds.
  • Overhauled the Atom Bomb's damage model and introduced damage falloff over a wide radius.
  • Athena:
  • Reduced strategic victory timer to 3 minutes.
  • Increased the size of the starting islands.

Tiberian Dawn:

  • C&C mod renamed to Tiberian Dawn to resolve naming ambiguities.
  • Fixed Bio Lab wrongly belonging to a hostile faction in East vs West 3.
  • Added building repair ability to the engineer.
  • Adjusted MLRS to fire a barrage of 8 rockets instead for improved visuals, and adjusted its rocket explosion sound.
  • Added a grenade toss sound.
  • Added missile contrails.
  • Added Haos Ridges, converted from RA.
  • Fixed player spawns in Deterring Democracy.
  • Added 2 additional A-10s and cannon strafing to the Airstrike support power.
  • Added contrails to the C-17 Globemaster.
  • Added cash tick sounds.
  • Disabled the main menu target reticle showing when a window is open.
  • Added a display of the faction logos when the shellmap is disabled.
  • Viceroids now heal on and move faster on Tiberium.
  • Implemented the original shroud artwork.
  • Fixed helicopters falling down not revealing shroud.
  • Fixed effect (explosions, etc) saturation when the ingame menu is activated.
  • Added shadow to crate artwork.
  • Fixed build palette tooltip not taking low power slowdown into account when displaying the build time.

Dune 2000:

  • Added buildable concrete walls.
  • Fixed some cliffs being passable.
  • Fixed infantry sometimes using the wrong animation when standing.
  • Fixed A* debug overlay.
  • Fixed R8 offsets for sprites with embedded palettes.
  • Implemented proper spice rendering.
  • Implemented the original shroud artwork.

Engine:

  • Replays are now saved in per-mod and per-version folders.
  • Added password protection support for servers.
  • Added language translation support.
  • Added game ID and version information to exception and sync reports.
  • Map folders are now explicitly specified in mod.yaml.
  • Most UI widgets are now customizable in terms of font type, color, contrast and had their global defaults moved from code to metrics.yaml.
  • Replaced the OS X binary launcher with a script to use a new SDL2 renderer.
  • Improved cash tick sound playback.
  • Added modifier support to hotkeys.
  • Fixed a desync related to projectile contrails.
  • Fixed corrupted replays (which would immediately desync).
  • Removed runtime mod merging.
  • Added support for map scripting with Lua.
  • Overhauled sprite loading code.
  • Improved error message when loading corrupted sprites.
  • Rewritten shp(ts) parser makes more efficient use of texture space.
  • Added support for the dune 2 shp and pak formats.
  • Map format 6 requires the RequiresMod to be defined.
  • Added a multiplicitive blend mode.

Build system and packages:

  • Added GeoIP to Makefile so it is installed properly.
  • Added desktop shortcut creation support to the Makefile and Windows installer.
  • COPYING and CHANGELOG are now shipped on all platforms.
  • Fixed 'make docs' crashing when the game assets are not installed.
  • Renamed Game.Mods launch argument to Game.Mod.
  • Linux packages now install to /usr/lib/openra for consistency with other Mono applications.
  • Added an optional map.yaml check to the OpenRA.Lint.exe command line tool.

Map Editor:

  • Fixed custom assets being removed when saving an oramap.

Mod / Custom map compatibility:

  • Mods can now include traits from TD and D2K in RA.
  • Mods can now customize UI text settings like font type/color/contrast for most widgets and set global defaults in metrics.yaml.
  • New sections MapFolders and Translations added to mod.yaml.
  • Mods must now explicitly specify the mods that they can inherit maps from by defining `SupportsMapsFrom: parent_mod' in mod.yaml.
  • Renamed CarpetBomb trait to AttackBomber, and additional functionality added. An Armament trait is now required to specify the weapons.
  • Renamed Capture trait to ExternalCapture.
  • Renamed CapturableBar trait to ExternalCapturableBar.
  • Renamed LegacyCapture trait to Capture.
  • Renamed DebugMuzzlePositions trait to CombatDebugOverlay.
  • Renamed DebugOverlay trait to PathfinderDebugOverlay.
  • Added Sequence and GroundSequence properties to WithRotor.
  • Added StandAnimations property to RenderInfantry and RenderInfantryProne.
  • Added SplitFacings property to WithMuzzleFlash trait.
  • Added SquadSize and QuantizedFacings properties to AirstrikePower trait.
  • Added EjectInAir and EjectOnGround properties to EjectOnDeath trait.
  • Added new traits to world: ScreenMap, ActorMap.
  • Removed traits from World: SpatialBins.
  • Added InvalidTargets property to weapons.
  • Added modifier support for build palette hotkeys.
  • The Requires: option for inheriting from a parent mod has been removed. Mods can directly reference the parent mod files instead.
  • Icons definitions have moved from the unit's rules to its sequence.
  • Mouse cursors (cursors.yaml) must now specify their file extension.
  • OpenRA.Utility --png will now generate a set of frames for any sprite type: shp(td), shp(ts), shp(d2), r8, tmp(td), tmp(ra).
  • OpenRA.Utility --shp now requires a list of frames to be combined into a shp.
  • Removed Utility --tmp-png, --r8, --fromd2 commands (use --png instead).
  • Removed Asset Browser file extraction / conversion (use the Utility instead).
  • Added OpenRA.Utility --map-preview for generating minimap previews.
  • Added OpenRA.Utility --map-upgrade for updating maps from format 5 to format 6.
  • The map format has been changed. All user-installed maps will be upgraded on the first mod launch, or using OpenRA.Utility --map-upgrade.
  • Unified sprite loading allows any sprite type to be used anywhere: shp can now be used for terrain, and tmp for units.
  • Harvestable resource definitions (ResourceTypes) have changed, and now specify their artwork using sequences.
  • Shroud definitions (ShroudRenderer / ShroudPalette) have changed, and now specifies its artwork using sequences.
  • Crater and smudge definitions (SmudgeLayer) have changed, and now specify their artwork using sequences.

20130915

All mods:

  • Overhauled Fog of War to freeze the state of resource, smudge, and structures.
  • Overhauled weapon projectile physics, rendering, and sounds.
  • Overhauled firing offsets and muzzle flashes for all units.
  • Added starting units configuration to the lobby (MCV only, light support, heavy support).
  • Added lobby options for disabling shroud and fog of war.
  • Added "Build off Ally ConYards" lobby option.
  • Added starting cash selector.
  • Added an ingame credits menu.
  • Added country name resolution to the server browser and lobby.
  • Added descriptive error messages when connecting to a server fails.
  • Added guard ability to combat units ('d').
  • Added force-move ability (hold alt to prioritize move/crush over attack/harvest).
  • Added change-mod button to the asset download screen.
  • Added kick-ban to the server lobby.
  • Added a renderer geometry visualization to the debug/cheats menu.
  • Overhauled lobby layout.
  • Overhauled diplomacy menu.
  • Fixed turreted buildings ignoring attack orders.
  • Fixed units targeting cloaked actors.
  • Fixed exploit allowing arbitrary building placement.
  • Fixed exploit allowing a malicious client to steal admin rights.
  • Fixed exploit related to support aircraft.
  • Fixed glitches relating to passenger-carrying units being killed.
  • Fixed a crash related to bridges on certain maps.
  • Fixed a crash related to the color picker.
  • Fixed a glitch where aircraft circle in the air after being killed.
  • Fixed a glitch where an uncontrollable MCV is left after a construction yard is killed.
  • Fixed civilians panicking when healed.
  • Fixed visibility of additional spectator information (progress bars, spy ownership, etc).
  • Fixed excessive "Building" notifications when rapidly pressing icons in the sidebar.
  • Fixed units continuing to attack a building after it was captured.
  • Fixed units chasing a chronoshifted unit across the map.
  • Fixed units not being able to attack buildings from some angles.
  • Fixed infantry not being able to attack units from some angles.
  • Unified the music player between C&C and RA/D2K.
  • Unified tooltip behavior between C&C and RA/D2K.
  • Removed some developer-specific options from the settings menu.

Red Alert:

  • Added external capturing for engineers (like C&C Generals).
  • Added collection animation for parabomb crate.
  • Added public countdown timers to A-bomb and GPS.
  • Fixed artwork glitches in several units and buildings.
  • Fixed incorrect player color on captured oil derricks on some maps.
  • Fixed support powers being available after winning a game.
  • Fixed destroyable ore mines.
  • Fixed chronotank teleport sound.
  • Fixed snipers and tanya shooting vehicles and buildings.
  • Sniper health reduced.
  • Improved chronoshift interaction with vehicle husks.
  • Added build limit to iron curtain and chronosphere.
  • Removed bibs from iron curtain and chronosphere.
  • Improved dog attack behavior.
  • Tweaked some weapon explosions.
  • Iron curtain duration increased to 20 seconds.
  • Chronoshift duration decreased to 20 seconds.
  • Tesla coil price reduced to $1200 and firing delay increased.
  • Mammoth tank build time reduced to 36 seconds.
  • Mobile Radar Jammer range increased.
  • Mechanic repair amount increased.
  • Decrease the infantry run animation speed.
  • Added hospital tech structure that allows infantry to auto-heal.
  • Increased oil derrick health and cash rate. Added initial capture bonus.
  • Added several community created map decorations.
  • Added ants and larvae creep actors.
  • Added maps: Artemis, Athena, Fort Lonestar, Pluto, Sahara, Survival02, Tournament Island, Zeus.
  • Updated maps: Ares, Apollo, Dionysus, Doughnut, Poseidon.
  • Renamed maps: Ares: National Park -> Dionysus.
  • Removed maps: Hotzone, Mjolnir-2, Seaside.
  • Disabled bots on several maps where they don't work well.

C&C:

  • Restored "classic" multi-engineer behavior. Buildings above 50% health will be damaged by 50%; buildings below this will be captured.
  • Improved snow color on snow maps.
  • Fixed mouse cursor colors.
  • Fixed Nod01 mission.
  • Fixed veterancy chevrons on cloaked units.
  • Added some texture to the UI background.
  • Added EVA notifications when an enemy player launches an airstrike or nuclear missile.
  • Increased aggressiveness of Viceroids.
  • Reduced the pip-count on silos.
  • Orca range increased, reload time decreased.
  • Sam Site missile spread increased.
  • Changed hospital to a capturable tech structure that allows infantry to auto-heal.
  • Added dinosaurs as buildable units from the Biolab.
  • Added maps: Deterring Democracy, Deterring Democracy +
  • Removed maps: East vs West Redux.
  • Updated maps: Skull Valley, Slippery Slopes, The Hourglass.
  • Renamed maps: Rock Canyon -> Manufacturing Consent, Bialystok -> Lessons from Kosovo.

Dune 2000:

  • Removed converted art and sound assets - now uses the original game files.
  • Restored Deviator tank for Ordos.
  • Added new title font.
  • Added maps: Imperial Basin.
  • Fixed statistics tracking.
  • Updated maps: Black Mesa, Brimstone, Death Depths, Dune Boogie.

Engine:

  • Fixed a crash with server hosting under Windows.
  • Added a fatal error dialog with options to view logs and read the FAQ.
  • Added sync checking for projectile effects.
  • Removed support for mono versions < 2.10.
  • Added support for portable installs (create a directory "Support" inside the game root).
  • Significant improvements to pathfinder performance when ordering units to areas they cannot reach.
  • Reduced order lag for singleplayer games.
  • Added audio device configuration.
  • Added support for TS/RA2 mix files.
  • Added support for TS/RA2 SHP images.
  • Added support for TS/RA2 voxel models.
  • Added support for D2K RS archives.
  • Added support for D2K R8 images.
  • Added support for WAV audio files.
  • Added support for XCC mix databases.
  • Added support for the D2K InstallShield archive.
  • Added support for classic production-acceleration behavior.
  • Added support for additional damage states on buildings.
  • Added additional debug information when yaml merging fails.
  • Added additional customization options for laser weapons.
  • Added additional logging for server errors.
  • Significant additional work towards TS/RA2 terrain support.

Build system and packages:

  • Fix compilation issues under .Net 3.5.
  • Integrated windows dependencies in the installer.

Map Editor and Tools:

  • Added an ingame asset viewer / converter to D2K and RA (enable via the Debug tab in the settings menu).
  • Added utility '--map-hash' command for retrieving the hash of a map.
  • Added EditorConfig definitions for editors that support it.
  • Added StyleCop definitions for editors that support it.

20130514

All mods:

  • Destroyed bridges can now be repaired with an engineer.
  • Significantly improved AI.
  • Added (beta) support for left-click mouse orders via the settings menu.
  • Added "move viewport to group" hotkey (home key or double tap group number).
  • Exposed several new and/or hidden preferences in the settings menu.
  • Games can now be paused with a hotkey (F9 by default) or by opening the menu in a single player game.
  • New/improved UI for spectators and defeated players.
  • Improved server list and lobby UI.
  • Fixed units attacking enemy units hidden by fog/shroud.
  • Fixed several other visibility-related bugs.
  • Improved range circle contrast against terrain.
  • Fixed UI notification sound issues.
  • Added "Reset Exploration" developer option (same effect as the hide-map crate).
  • Fixed the visibility of peripheral effects for spectators/replays (ranks, production bars, etc).
  • Improved aircraft contrail rendering.
  • Fixed issue with harvesters not undocking when a refinery is destroyed.
  • Fixed civilian building rendering.
  • Added in-game player statistics for spectators (RA and D2K only).
  • Added "Fragile Alliances" option, allowing alliances to be changed during free-for-all games (RA and D2K only).
  • Added a tooltip that shows provided and drained power (RA and D2K - C&C already had this)
  • Improved ingame chat dialog (RA and D2K only).
  • Red Alert:
  • Added Mobile Gap Generator.
  • Added Mobile Radar Jammer (jams radar and deflects enemy missiles).
  • Added desert theater (ported from C&C plus additional custom tiles by Harrison).
  • Removed Volkov.
  • Added announcer voice upon game start.
  • Civilians now panic when attacked.
  • Added a new desert-themed shellmap inspired by C&C Generals.
  • Added ice floe actors for use on snow maps.
  • Several improvements to the original shellmap.
  • New missions: Allies03, Allies04, Soviet01Classic, MonsterTankMadness, Survival01.
  • New maps: Room Convergence, Ghost Town, Bad Neighbors.
  • Improved maps: Chaos Canyon, Bomber John, Bombardment Islands.
  • Fixed Mechanic repair cursor.
  • Fixed graphics for craters for snow maps.
  • Re-enabled "Mud" music track.
  • Fixed supply track shadow.
  • Added unit production hotkeys.
  • Fixed Airfield tooltip.
  • Changed minimap color of gems to blue.
  • Gap Generator shroud now disappears on low-power/death.
  • Added support for Nyerguds music upgrade pack.
  • Fixed target line/flash for Demo Truck targets.
  • Added building death frames for Construction Yard, Power Plants and Ore Refinery.
  • Improved Ore Silo artwork (more fill states).
  • Improved Weapon Factory door animation and prevented the door closing before units exited.
  • Changed building placement color to black on snow maps for increased contrast.
  • Fixed Attack Dog sound.
  • Added duration indicators for units under Chronosphere and Iron Curtain effects.
  • Fixed Tanya shooting buildings and using C4 on barrels.
  • Fixed Chrono Tank being unable to crush infantry/sandbags or trigger mines.

Balance changes:

  • Base defense damage reduced against structures.
  • Pillbox armor increased from wood to heavy.
  • Construction Yard armor reduced/health increased.
  • Construction Yard is now unsellable to prevent Mobile Construction Vehicle crate exploit.
  • Superweapon health increased.
  • Chrono Tank damage increased/health increased/Chrono-shift range limit added/Chronosphere prerequisite added.
  • Demo Truck cost increased/health reduced/speed reduced.
  • Disguised Spies are now hidden from enemy GPS.
  • Added build limit to Missile Silo and Tanya.
  • Oil derricks are now repairable by engineers.
  • Minelayers can now detect mines, allowing other units to target and destroy them.
  • Nukes can destroy ore wells and trees.
  • Tesla Tank health increased.
  • Medium Tank damage increased.
  • Mammoth Tank turret rotation speed increased/damage increased.
  • Badger bomber health increased.
  • Cruiser speed increased.
  • Missile Sub accuracy increased.

C&C:

  • Building range and a short construction delay added to Construction Yards to prevent base walking.
  • Mobile SAM launcher given to Nod as dedicated mobile AA.
  • Improved explosions.
  • Corrected music.yaml track titles.
  • Tweaked building construction animation speed.
  • Improved cloak and building destruction sounds.
  • Added blue tiberium trees.
  • Fixed blue tiberium not poisoning infantry.
  • Increased crate lifetime and removed level-up crate effect.
  • Fixed infantry running animations.
  • Fixed Viceroid unit decorations (veterancy/group number).
  • Fixed tooltip flickering when moving the mouse.
  • Fixed mouse-interaction bugs in the production palette.
  • Improved tooltip names.
  • Added maps: The Sentinel, Bialystok, No Escapism, Rock Canyon, Slippery Slopes, Skull Valley, Dead in Motion Redux, East vs West redux, Drop Zone, The Hourglass.
  • Added EVA notification for nuclear missile launches.
  • Husk lifetime reduced to 10 seconds.
  • Obelisk is now automatically targeted by units.

Balance:

  • Harvester capacity increased.
  • Advanced Comm-Center and Temple of Nod act as a substitute prerequisite of the Comm-Center.
  • Reduced MCV crate probability to 80% to solve Construction Yard sell exploit.
  • MCV can be constructed without a service depot.
  • Construction Yard health reduced.
  • Infantry detect nearby cloaked units.
  • Infantry and vehicle speed on clear terrain increased.
  • Airstrike regen reduced to three minutes.
  • Comm-Center health reduced.
  • Airfield health reduced.
  • Helipad price reduced.
  • Advanced Guard Tower range increased/health reduced/power consumption increased.
  • Advanced Guard Tower missiles improved vs aircraft and vehicles/reduced vs infantry
  • Obelisk range increased.
  • Tank firing rate increased/damage vs light armor increased.
  • Light Tank speed increased/turn rate increased/ROF increased/damage reduced.
  • Turn speeds increased for most units.
  • Recon Bike damage reduced/sight increased/speed increased on clear, reduced on road.
  • Buggy health reduced/sight increased.
  • Flamethrower range reduced/damage increased vs wood.
  • Flame Tank significantly buffed.
  • Chinook price reduced.
  • Helicopter prerequisites changed to Comm-Center/Advanced Tech building.
  • Apache sight increased.
  • Orca ROF reduced/ammo increased/damage reduced/sight increased.
  • Stealth Tank initial stance changed to "hold-fire."
  • Increased sight range for Light Tank and APC.
  • A10 sight range increased.
  • Mammoth Tank speed increased/health increased/turret rotation increased/missile spread increased.
  • Stealth Tank range reduced/cloak delay increased/damage vs heavy armor reduced.
  • Turret and Guard Tower range increased.
  • APC damage increased/speed reduced.
  • Artillery range reduced/damage vs wood reduced.
  • Rocket Infantry damage increased vs armor.
  • Increased nuke and Ion Cannon damage vs heavy armor.
  • Grenadier's grenade speed increased.
  • SAM site pop-up speed increased.
  • Humvee / Buggy damage increased.
  • MLRS range reduced/ROF reduced/damage reduced.
  • Recon Bike damage increased vs heavy armor/burst delay added/range reduced.

Dune 2000:

  • Removed shroud (uses fog-of-war instead). Buildings are hidden under the fog until they are first seen.
  • Added Medic.
  • Added Stealth Raider.
  • Removed Deviator.
  • Aircraft are now unbuildable.
  • Fixed building positioning and selection boxes.
  • Added husks for units and turrets.
  • Added trails to shells and missiles.
  • Fixed animations for Windtrap, Repair Pad, IX Research.
  • Reduced "silos needed" warnings.
  • Husk lifetime reduced to 20 seconds.
  • Added large building radius to construction yard.
  • Improved explosions.
  • Crate probabilities adjusted.
  • New UI button artwork.
  • Added maps: Black Mesa, Black Mesa (large), Dune Boogie, Dune Boogie (large), Brimstone, Death Depths - Modded, Tuck's Sietch.
  • Complete rebalancing from the ground up.

Engine:

  • Fixed several desync crashes.
  • Fixed a crash involving keyboard shortcuts and dead units.
  • Fixed a crash involving replays and multiple game sessions on a single machine.
  • Fixed a rare loadscreen crash.
  • Improved logging on game desync.
  • Improved UPnP support via Mono.Nat.
  • Improved freetype support via SharpFont (replaces custom patched Tao.Freetype).
  • Improved dedicated server support.
  • Improved mix file decryption (fixes a crash when playing the "Mud" audio track).
  • Introduced a new coordinate model to simplify eventual TS/RA2 support.
  • Initial work to port existing code to new coordinates model.
  • Added a muzzle positioning debug visualization.
  • Added a pathfinder debug visualization.
  • Removed player-configurable range behind the scenes of the color picker. Fixes "radioactive" color exploit.
  • Show an improved error message when connecting to a server with incompatible mods.
  • Added automatic map downloads from content.open-ra.org when joining a server with an unknown map.
  • Added support for randomized weapon reports.
  • Improved loading times by removing unnecessary map indexing.
  • Scripted maps can now require human players in specified slots.
  • Allow mods to independently enable/disable shroud and fog of war.
  • Minor pathfinding improvements.
  • Other misc refactoring and code cleanup.

Build system and packages:

  • Added a version rule to the makefile for setting mod version strings on local development builds.
  • Added a docs rule for generating trait documentation.
  • Fixed permission errors in the .deb package.
  • Support --instdir options for parallel installation of .deb packages.
  • Added Desura compatibility for Linux.
  • Map Editor and Tools:
  • Added a toolstrip with new and improved tools.
  • Added support for terrain categories.
  • Fixed wrong palette remapping for neutral buildings.
  • Maps are now saved/loaded from the custom maps directory.
  • Fixed legacy map importer.
  • Added a --docs flag for OpenRA.Utility for generating trait documentation.

20121019

Engine:

  • Add --transpose option to Utility
  • Allow --transpose to do multiple operations in one pass
  • Added category headers in editor (RA temperate theme only)
  • Added selection tool in editor for use with copy-pasting terrain
  • Added tilesetbuilder2 and fixed it for Dune 2000
  • Added tilesetbuilder command line
  • Added tileset extractor
  • Upgraded Visual Studio solution to 2010
  • Tons of performance improvements
  • Prevent too many instances of a single sound playing at once
  • Order results from FindByTilesInCircle by distance
  • Added new data types for cell and pixel coordinate pistion/vectors
  • Fixed issue where port in direct connect was dumped to default by force
  • Fixed pathfinding for units heading in opposite directions to prevent pathing deadlocks
  • Fixed volume and scrollspeed being different from their saved scale at game start

All Mods:

  • Added basic dedicated server support
  • Added UPnP support for multiplayer
  • Added option to pause the game (F3 key)
  • Added SimpleTeleport for non-chrono jumps for mission scripting
  • Added WaitFor(predicate) for mission scripting
  • Added support for mission objectives
  • Added indicator to show who is admin of a lobby
  • Added map size label to map chooser
  • Added support to set up player required slots for maps
  • Added hover behavior for all units. Give a unit a nonzero Altitude: in its Mobile: block and the WithShadow: trait to make it hover
  • Allow building speed to be set by CustomSellValue trait
  • Bots are forcefully removed from maps which do not allow them
  • Ignore spectators for lobby readiness check
  • Added CloakInfo.UncloakOnMove option
  • Made UnloadCargo.unloadAll configurable, using all by default
  • Support targetlines for defenses
  • Setting for Capturable trait to waste engineer after capturing a building or not
  • Fixed unloading of infantry from cargo vehicles to be spread out instead of one subcell
  • Fixed crates not being picked up when dropped on a unit
  • Fixed being able to repair when eliminated
  • Fixed spectator chat not using contrast
  • Fixed crash cycling stances while a unit dies
  • Fixed crash spawning corpse for actor which has already been destroyed
  • Fixed filtering of passengers to show with RenderCargo
  • Fixed incorrect working "locks" when capture/sell building races happened
  • Fixed radar click position
  • Fixed shift-tab keyboard shortcut in build palette
  • Added mouse-wheel support for flipping tabs in build palette
  • Fixed notable issues when trying to play FMVs

Harvesters:

  • No longer block each other during low-ore contention and wait for a random amount of time to search for more resources.
  • Refineries show which harvesters are linked by holding down the ALT key.
  • Fixed harvesters for AI to search the entire map when no more resources nearby
  • Made search radius configurable for both initial search from refinery, and search from harvest location
  • Harvesters will return to ordered-to location if told to harvest a specific cell while full after delivery instead of the last successfully harvested cell which may be far away

Red Alert:

  • Added two missions - Allies01 (single player) and Allies02 (co op)
  • Added new tiles for use in the Temperate theatre, made by Harrison
  • Added new crashed helicopter SHPS
  • Added Hospital & Bio Lab yaml definitions
  • Reenabled PrimaryBuilding support for airfield and helipads
  • Fixed chrono not killing passengers on return
  • Fixed missing chrono effects on unit return
  • Fixed tesla coil ignoring weapon offset
  • Fixed some HackyAI issues, such as having a tank husk fetish
  • Fixed some incorrect/missing music strings in music.yaml
  • Fixed broken Install from CD code
  • Fixed another zombie aircraft bug
  • Fixed ReturnToBase causing a crash when you had no airfields available (but an ally did)
  • Added map: Ice Woods (Tirili)
  • Added map: Nishnekolymsk (Tirili)
  • Added map: Bomber John (Holloweye)
  • Added map: Bloody Delta (Holloweye)
  • Added map: Room-Warzone (Sunny_S)
  • Added map: Chaos Canyon (Nukem)
  • Added map: Forest Path (Gnx)
  • Updated map: Free Coasts (Ihptru)
  • Replaced map Baywatch with Hasselhoff (Nukem/Zypres)

Balance (General):

  • Added a heal crate (heals all of your units on map, rare occurrence)
  • Removed nuke crate
  • Nuke was made a lot more powerful
  • Nuclear explosions now destroy ore
  • Repair cost for units is always at least 1 per tick
  • Radar Dome cost increased from 1400 to 1600
  • Service Depot cost increased from 1000 to 1200
  • War Factory armor type changed from Heavy to Wood
  • Sam Site/AA Guns will no longer shoot at crashing aircraft
  • Barrel explosions are now more deadly, and chain explosions explode with a delay
  • Churches made garrisonable by Sniper infantry

Balance (Allies):

  • Added Chronotank - tank that can "jump" within range of itself
  • Tanya - Colt45 attack range increased from 5.75 to 7
  • Transport Heli - Cost lowered from 1200 to 900, increased hp, increased cargo count to 8
  • AA Gun cost increased from 600 to 800
  • Helipad cost increased from 300 to 500

Balance (Soviet):

  • Added Sniper - cloaked infantry with HoldFire stance by default
  • Added Volkov - elite unit meant to replace Tanya
  • Added Demo Truck - armed with a lower damage nuke
  • Mammoth Tank self heal now goes up to 80% health
  • Mammoth Tank turret rotation was slowed down
  • Mammoth Tank tusk rate of turn was doubled
  • Tesla Tank cost lowered from 1500 to 1350
  • Airfield armor changed from Heavy to Wood
  • Airfield cost increased from 300 to 500
  • Iron Curtain duration increased from 10 to 15 seconds, and can't use on enemy units

C&C:

  • Added A10 crash site SHP to terrain (via Nyerguds)
  • Re-added the Snow tileset (via Nyerguds)
  • Sonic Tank moved to end of build menu
  • Fixed structure build menu orders in general
  • Fixed Biolab did providing Visceriod after being captured
  • Fixed tooltips not showing on the build menu
  • Do not shade possible build items in CNC if something else is building

Balance:

  • Tank shells do 100% vs armor again, turret buffed
  • MRLS issues fixed

Dune 2000:

  • Added Dune 2000!

20120603

Engine:

  • General performance improvements
  • Health.MaxHP is no longer read-only
  • #Comments can be used at end of any lines in yaml files
  • Better error messages for duplicate yaml fields
  • Fixed RenderCargo support for relative altitude
  • Both Mods:
  • Add banlist setting (Server: Ban: IP1, IP2, IP3)
  • Missiles lose guidance and run out of remaining fuel if the target dies
  • Red Alert:
  • Added setting to change CashTick sound frequency when producting structures
  • Re-added camo pillbox for Allies to be garissonable and stealthed
  • Change cargo ownership if capturing actors with cargo
  • Fixed spy resetting exploration if infiltrated enemy had GPS
  • Cannot capture building if yourself or ally is already capturing it
  • Barrels are no longer capturable/sellable
  • Minor AI improvements

C&C:

  • Exposed option to toggle shellmap
  • MRLS cost increased to 1200
  • APC gun damage increased
  • Several building hitpoints increase/decreased
  • Several units movement speed adjusted
  • Landed helicopters made targetable by units
  • Mammoth Tank has an 8 second cooldown before regenerating hp
  • Add new Chemball explosion
  • Re-ordered build menu
  • Production hotkeys changed from YUIOP to QWERT
  • Fix crash loading yaml for ArtilleryShell.ContrailLength

20120504

Engine:

  • General performance improvements
  • Added a setting to change sound engine, Sound:Engine: AL ("AL" uses OpenAL, "Null" gives no sound)
  • Both Mods:
  • Warn lobby when a client joins with DEV_VERSION
  • Produced units attack-move to their rallypoint
  • New CloakPaletteEffect trait to add shimmer effect to cloaked units
  • Cargo trait allows for initial passengers when units are built
  • Buildings now take 10 seconds to be captured
  • Capture time length is adjustable
  • Custom starting units can be used for each faction
  • Main menu no longer vanishes after a lobby disconnect
  • Fixed crash selling/capturing buildings simultaneously
  • Fixed crash in StartGame if there were unvalidated connections
  • Improved error messages given with bad MiniYaml indentations

Red Alert:

  • Added Gap Generator to Allies
  • Tanya made exclusive to Allies
  • Artillery explode chance lowered to 75%
  • Flamethrower has new flame art
  • Pillbox includes a garrisoned riflemen when built, and other infantry can garrison the structure
  • Camo pillbox removed
  • Normal AI removed
  • Added map: Tainted Peak (Nukem)
  • Removed maps: Daejeon, Mjolnir, No Fly Zone
  • Fixed bug letting passengers shoot from transports

Added Spy to Allies

  • Infiltrates refinery to steal 50% of players cash, minimum $500
  • Infiltrates radar dome to reset exploration for enemy team
  • Can assassinate enemy units with force-fire

New AI: Rommel and Zhukov

  • Rommel is a modified Hard AI focusing on artillery and V2, and few light vehicles
  • Zhukov is a turtle, but sends large attacks with artillery and V2

C&C:

  • A10s speed increased, Napalm Drop damage increased
  • Chinooks now carry up to 10 passengers
  • Sight of all infantry increased by 1
  • Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased
  • Chem Warrior will walk through tiberium instead of pathing around it
  • Artillery attack range doubled
  • Guard Tower attack range decreased by 1
  • MCV and Construction Yard sight increased
  • Construction Yard armor type changed to Heavy from Wood
  • Harvester armor type changed to Heavy from Light
  • Proability of SpawnVisceriod from 10% to 2%
  • Reduced damage and size of Grenadier death explosions
  • Units do not attack buildings when attack-moving or idle, exception made for defensive structures
  • Lots of AI changes
  • Removed nuke crate, hide-map crate
  • Fixed crash viewing replays
  • Fixed radar not being shown during replay

20120315

Engine:

  • General performance improvements
  • Added setting for direct connection on game launch (Game:ConnectTo: ip:port)
  • Added setting to limit framerate via startup argument (Graphics:CapFrameRate: false)
  • Added owner chooser for new actors in the editor
  • Added actor info panel in the editor (doubleclick)
  • Fixed minimap export breaking subsequent actions in the editor
  • Fixed writing of empty replays
  • Fixed issue with LaserZap widths (obelisk shots)

Both Mods:

  • Always allow buildings to be repaired (removed dependency on Construction Yard)
  • Added a new Defend stance for units
  • Added base under attack notification
  • Spacebar focuses viewport to last under attack notification
  • Ctrl-Shift-Numkey groups units into existing group
  • Helicopters now bob slightly in flight
  • Replaced the server browser with a new and awesome one
  • Server lobbies upon creation use the previously played map
  • Made SpawnMPUnits' initial unit configurable
  • Fixed infantry squish sounds not being positioned
  • Fixed actor priority not being correct for doubleclick
  • Fixed poor stance switching detection
  • Semi-fixed naval units repairing from anywhere on map

Bots:

  • Repair their own buildings
  • Maintain a level of aggro on enemy units
  • Moved some bot configuration into system.yaml
  • Fixed being unable to set rallypoints for production buildings

Red Alert:

  • Fixed crash which occurred when playing an online game with Hard AI
  • Fixed planes stacking more than 1 per airfield
  • Fixed planes being unable to rearm at airfield
  • Improved logic for sending planes and helicopters back to base
  • Fixed infantry not able to walk over anti-tank mines, and vice versa
  • Fixed pointless reload of shellmap when disconnecting from lobby
  • Added a setting to toggle shellmap
  • Changed team color chooser to match C&C's
  • New Map: Bombardment Islands (Sprog)
  • New Map: Engagement (Nukem)
  • New Map: Man to Man (Nukem)
  • New Map: Breaking Point (Nukem)
  • New Map: Asymetric Battle (Seru)
  • New Map: Temperal (Blarget2)
  • New Map: Ares National Park (Wuschel)
  • New Map: Poseidon (Wuschel)
  • New Map: Apollo (Wuschel)
  • Removed Maps: Paramount, Pandemonium, Bavarian Redux

Balance:

  • MiG fires in bursts of 2 instead of 4, and damage per missile increased
  • Longbow fires in bursts of 2 instead of 1
  • Submarines are set to HoldFire stance by default
  • Mammoth Tank hp regeneration altered - 25hp per second, after 10 seconds since last unit damage
  • Tesla Tank cost decreased and armor increased
  • Flamethrower now only requires Flame Turret to be built
  • Minelayer (Anti-Tank) mine count reduced from 5 to 3

C&C:

  • Changed the bot spawn chooser to match RA's
  • Reduced delay of tooltips
  • Fixed a lobby crash when players joined

Balance:

  • Stealth Tanks are set to HoldFire stance by default

20111013

Engine:

  • Fixed broken client IDs if players drop before the game starts
  • Converted FileExtractor into --extract cmdlet for Utility.
  • Added --transparent option to --png cmdlet in Utility.
  • Fixed shortcut description on Linux
  • Fixed launcher crashes on Mac
  • Removed obsolete SequenceEditor tool
  • Added --tmp-png cmdlet in Utility, to convert terrain to PNG.

Both Mods:

  • Allow building repair by allies
  • Use player color to show who is repairing a building
  • Only units/structures being built or queued are shaded in the production palette
  • Aircraft smoke is no longer visible under fog
  • Added a Show Grid option to the Map Editor
  • Added multitap support - double clicking a unit selects all units of the same type on screen
  • Changed map choosers to be a filterable grid of maps
  • Added internal machinery for IFV-style units

Red Alert:

  • Added naval transport
  • Added an indicator over powered down buildings
  • Aircraft crashing into water now use large_splash
  • Destroyer now requires Radar Dome
  • Increased cost of Shipyard and Sub Pen
  • Fixed a crash when sending aircraft back to base
  • Husks no longer interfere with selection
  • Added more options for bots in game lobby
  • Changed AI behavior -- now has Easy/Normal/Hard difficulty
  • Increased range of FTUR by 1
  • Reduced cost of MEDI from 500 to 300
  • Reduced cost of SHOK from 800 to 500
  • Heavy vehicles (Tanks, Harvesters, MCV) now crush infantry
  • New map: Classic DropZone (Holloweye)
  • New map: DropZone Battle of Tikiaki (Knivesron)
  • New map: DropZone W (Riderr3)
  • New map: Seven Stairs (Tirili)
  • New map: Contact (Nukem)
  • New map: Encounter (Nukem)
  • New map: Mass Confliction (Nukem)
  • New map: Calm before the Storm (Nukem)
  • New map: Baywatch (Nukem)
  • New map: Winter Warzone (Nukem)
  • New map: Paramount (Nukem)
  • New map: Doubles (Nukem)
  • New map: Hectic (Nukem)
  • New map: Pandemonium (Nukem)
  • New map: Chokepoint (Nukem)
  • New map: HotZone (Nukem)
  • New map: No Fly Zone (RAGEQUIT)
  • New map: Strip Mine (RAGEQUIT)
  • New map: Doughnut Hole (RAGEQUIT)
  • New map: Vegetation (hamb/Chris Forbes)
  • New map: Arctic Triangle Affair (Bellator)
  • New map: Mad Scramble (Bellator)
  • New map: Free Coasts (Ihptru)
  • New map: Battle Lake (Bellator)

C&C:

  • Slightly increased Tiberium growth rate
  • Increased harvester unload time
  • Reduced Tiberium value by 20%
  • Changed FTNK armor type to Light
  • Fixed tank squish animations to show properly
  • New map: Tiberium Oasis (Bellator)

20110906

Engine:

  • Fixed compile failures under Windows
  • Improved platform detection
  • Modding support for custom fonts
  • Video memory leaks fixed
  • Improved error messages for unsupported graphics cards
  • Improved support for Intel graphics cards
  • Fixed incorrect resolution under some Linux systems
  • Write graphics.log on all graphics-related errors
  • Significant general performance improvements
  • Fix crashes when joining a game with no free player slots
  • Bots players are named after their AI type and pick better random colors
  • Map support for enforcing team and spawn choice
  • Fix resource-clearing weapons breaking custom terrain types (bridges)
  • Added a "Pixel double" mode to draw the world at 2x zoom.
  • Fixed broken mounting of map packages
  • Fixed crashes when loading broken maps
  • Fixed units being left alive but stranded on destroyed bridges
  • Fixed husks being created on water
  • Fixed AttackMove trying to send orders to units owned by others
  • Made LaserZap more flexible for modders

Both C&C and Red Alert:

  • Fixed desync when a player surrenders
  • Fixed installing from CD
  • Changed shortcut for adding units to groups changed from ctrl->cmd on OSX to avoid conflicting with Spaces
  • Fixed Tooltips for spectators
  • Fixed cashticks when selling walls
  • Fixed show explosions when walls are sold
  • Fixed veteran units not repairing correctly at service depots
  • Fixed Rally-point color when a building is captured
  • Fixed selection box dragging behind ui elements
  • Added Mod support for passengers that take multiple slots
  • Added Mod support for custom tesla zap effects
  • Fixed desync when a support aircraft is killed after completing its task
  • Fixed bugs with selling refineries
  • Fixed superweapons being fired from disabled structures when multiple are available
  • Added "Mission Accomplished" / "Mission Failed" notifications when you win or lose a multiplayer game
  • Fixed husks jumping to the middle of a cell when a unit dies
  • Fixed decloak sound never being used
  • Improved HackyAI power management

Added Hotkey support:

  • escape to toggle ingame menu
  • escape to go up a level in menus / cancel prompts
  • return to confirm prompts

C&C:

  • Completely overhauled UI
  • Added support for installing from original game disks
  • Added support for installing music from original game disks
  • Added support for Covert Ops music tracks
  • Added Skirmish mode (creates a local game against bots)
  • Added Configurable bot race/team/spawns
  • Fixed Rocket Launcher turret raising/lowering when attacking
  • Added muzzle flashes to Guard Tower / SAM site
  • Fixed firing offsets on all units and structures
  • Fixed Ion Cannon cursor
  • Fixed Apache artwork
  • Fixed uncapturable oil derricks
  • Added capturable Biolab tech structure: allows you build viceroids
  • All vehicles leave husks on death
  • Server/Skirmish creation selects the last played map by default
  • New animations for cloak and reveal map crates (from C&C Sole Survivor)
  • Added 8 new maps by Petrenko
  • Tweaked most existing maps
  • Removed East vs West 2 map
  • Fixed Harvester/Refinery docking animation beneath the fog of war
  • Improved Obelisk laser effect
  • Added a blue pip for harvested blue tiberium
  • Changed the Refinery tower lights to indicate the amount of stored tiberium
  • Fixed an exploit with Nod airfields on the right side of the map
  • Fixed bot color being saved as player color in lobby

Balance changes:

  • Refinery footprint changed, price decreased to $1500
  • Flame tank explodes on death, damage reduced by 40%
  • Stealth Tank damage increased, speed decreased
  • Rocket Launcher now fires 6 rockets, loses AA
  • Orca / Apache weapons reworked. Both now have limited volleys, but reload in the air. Both can attack other air units
  • APC weapons reworked. Now has a turret, but can attack air units only
  • Artillery given back to Nod
  • SSM launcher removed from Nod
  • Concrete walls require vehicle production to build
  • MCV, Harvester, Engineer can no longer level up (via crates)
  • MCV can no longer receive Cloak crates
  • Advanced Guard Tower range increased
  • SAM Site range decreased
  • Bridge HP halved
  • Infantry tiberium avoidance factor increased by 5x
  • Decrease tiberium damage to infantry
  • Rebalanced tiberium value / harvester capacity / harvesting speed
  • Reduced Grenadier death damage
  • Mammoth tank regen rate halved, Missile reload rate decreased
  • Building repair speed, price doubled
  • Recon Bike damage increased 16%
  • Infantry can be crushed by tanks
  • Removed build area radius around tech structures

Red Alert:

  • Fixed firing offsets on Flame trooper / Tesla trooper / Telsa tank / Tesla coil / Flame turret
  • Fixed bounties using incorrect unit value
  • Fixed parachute offsets
  • Added muzzle flashes to Pillbox / Camo Pillbox / SAM Site
  • Fixed map reveal when an ally is granted GPS
  • Added 16 new maps by buddha, hamb, seru
  • Fixed bounties of $0 displaying
  • Removed 3 obsolete maps
  • Fixed Minelayers not entering the Service Depot properly
  • Fixed Hind, Yak weapons being blocked by walls
  • Fixed phantom radar bin on subsequent games
  • Added new Oil Derrick artwork
  • Added support for Counterstrike & Aftermath music tracks
  • Added player color to diplomacy panel
  • Added capturable oil refinery tech structure
  • Added new harvester artwork for half-empty/empty states
  • Added new MCV husk artwork
  • Fixed spy disguise not working
  • Fixed hellfire missiles splashing back against helicopters
  • Fixed animation speed for Grenadier idle animations
  • Removed Lock Teams option
  • Fixed cursor while dragging selection box
  • Fixed accidental order issuing while dragging selection box
  • Fixed lobby "kick" buttons

Balance changes:

  • Medic cost reduced to $500
  • Mines are visible to friendlies and spectators
  • Friendly units don't trigger mines
  • Increased reload rate for aircraft
  • Missile sub submerge delay doubled, damage decreased by 25%
  • Longbow now requires Allied Tech Center
  • Reduced wall health
  • Increased cruiser accuracy
  • Increased Longbow missile speed by 50%
  • Increased SAM Site rate of fire

Utility:

  • Fixed --png mode for converting shp -> png

Editor:

  • Fixed actor rendering on OSX / Linux
  • Fixed crash relating to incorrect mix file location

20110511

Engine:

  • Fix hotkeys firing on both key down and key up
  • Allow C4 delay to be configurable
  • Text field support for home and end keys
  • Fix world actor being owned by Creeps player (causing Neutral to be hostile) on new maps
  • Include gpu vendor string in graphics.log for unsupported cards
  • Fix crash with some aud files
  • Fix a rare crash when a repairing building is killed
  • Improvements to HackyAI
  • Generalize capture logic to work for any actor types
  • Support RA2-style missile trails
  • Fix helicopters failing to attack targets in some situations
  • Fix 'exploit detected' when using hotkeys on another players units
  • Relinquish spawn point in the game lobby when entering a spectator slot
  • Fix maps with >8 spawnpoints in the game lobby
  • Yaml loader crashes correctly when trying to inherit from a nonexistant actor
  • Yaml loader crashes correctly when trying to remove a nonexistant trait
  • Modding support for multiple player palettes
  • Fix several crashes when installing packages
  • Many other general engine improvements

C&C:

  • Fix Viceroid target-scan radius
  • Fix map-placed SAM-sites not being able to attack
  • Commando voice clip when built
  • Commando voice clip after kills

RA:

  • New unit: Supply truck for donating funds to another player
  • Pilots (sometimes) parachute from shot down planes
  • Bounties on killed units
  • Use RA2 style missile trails
  • New GPS logic
  • New map: Pressure by seru

Packaging:

  • Utility writes a log to support dir when crashing
  • Support for Ubuntu 11.04
  • Fix osx crash when run from a path with spaces

20110320

Engine:

  • Display range circles when placing defenses
  • Support a hostile creeps player for viceroids / dinosaurs / ants / etc
  • General refactoring and performance fixes
  • Stop/Scatter/Deploy orders give audio feedback
  • "Allow cheats" option moved into the game lobby, visible to all players
  • "Build anywhere" developer mode option
  • Improved pathfinding when collecting crates or crushing walls.
  • Refactor idle / prone infantry animations
  • Improve missile trail effects
  • Actors without health are not considered as dead
  • Health bars show recent damage as it is inflicted
  • Production structures and special powers show selection bars showing progress
  • Mouseover units to display healthbars etc
  • Fix shroud glitch when units exit transports
  • Fix bots jamming up their production structures
  • Direct connect will assume port 1234 if none is given
  • Chrome image mapping definitions changed from xml to yaml
  • Water explosion animations are not used for airborne explosions over water
  • Fix rendering of very large maps
  • Report GPU memory usage to debug.log
  • Massive improvements in repeated allocation / deallocation of memory
  • Fixed a desync with repairing buildings
  • Fixed a desync with aircraft (it now crashes deterministically instead)
  • Fixed a desync with KOTH maps
  • Fixed a bug where a slot is shown as closed when it contains a bot
  • Fix crash when spawning map actors owned by a nonexisting player
  • Fix crash when changing mod while playing music
  • Fix crash with perf graph
  • Fix crash in replay viewer if replays directory doesn't exist
  • Fix crash when selling civilian buildings
  • Fix crashes caused by blank game title / direct connect server textfields
  • Oil derricks, harvester unloading, selling structures shows cash indicator
  • Prerequisites system refactoring to allow non-building prerequisites
  • Fix shift+tab not cycling the build tabs
  • Fix bogus keyboard input in text fields
  • Don't change mods if the same one is selected in the dropdown
  • Support for remapping the control group addition modifier (ctrl) to any modifier key
  • Fix helicopters flying 1 cell off the right or bottom of the map

C&C:

  • Viceroids! Infantry killed by tiberium or chem warriors may turn into viceroids
  • Fixed death animations
  • Blue tiberium damages infantry
  • Map-placed SAM sites start closed
  • Engineers capturing enemy buildings gives enemy tech
  • Buildings emit minigunners and engineers when sold (no more technicians / civilians)
  • Civilians panic when attacked
  • Fix a rare crash with harvester docking
  • Fix a rare crash with stealth tank
  • New Map: East vs West 3 by pchote
  • Removed Maps: Wargames, Yellowstone II
  • Oil Derricks have a small sight range
  • Apaches have a muzzleflash

RA:

  • Service depots repair units faster
  • Fix crash when telling a minelayer to create an empty minefield
  • Fixed interior tileset boxes
  • New Map: Styrian Mountains by ReFlex
  • New Map: Convergence by Arcturus
  • Updated Map: Seaside by nudalz
  • Longbow ammo increased from 6 to 8, description fixed
  • Hind cost decreased from 1500 to 1000, hp increased from 100 to 150, range decreased from 12 to 10
  • Service depot cost increased to from 700 to 1000
  • Radar dome cost increased from 1000 to 1400
  • Artillery now requires war factor and radar dome, inaccuracy decreased from 80 to 40
  • APC moved from Allies to Soviets, hp increased from 200 to 300, price increased from 800 to 850
  • Medium / Heavy / Mammoth tanks now require service depot to build
  • Heavy tank cost reduced from 1200 to 1150
  • Flame turret rate of fire increased from 45 to 65, fires 2 bursts
  • AA guns, flak trucks can now fire over walls
  • Jeeps can carry a single passenger
  • Base defenses no longer provide ground control
  • Vehicle speed on clear ground increased, speed on ore reduced
  • Grenadiers have a 50% chance of exploding when killed
  • Spys are ignored by enemy units when disguised, tooltips show as disguised unit
  • Fix crates being paradropped inside trees, buildings
  • Production hotkey for flame turret changed to t, tesla coil to u
  • Disguised spys now appear correctly on radar and tooltips
  • Fix GPS behavior when alliances change.
  • Aircraft now fly to a target location and circle instead of returning to base
  • Aircraft no longer fly off the map if their Airfield is destroyed

Editor:

  • New map format (version 5). Maps < Version 4 are no longer supported by the editor or game.
  • Waypoints and MP start locations are now actors
  • Importing C&C/RA maps fixed
  • New png loader to support future tools
  • Editor uses the correct icon under mono
  • Editor only saves non-default values for PlayerReferences in map files
  • Default player colours has been returned to neutral grey.
  • Maps can be loaded from the commandline
  • Option to show actor names
  • Support for veteran / elite actors to be defined in the map yaml

Packaging:

  • Rename .deb package to use debian naming conventions
  • Improve linux package installation / elevation prompts (uses zenity, require mono >= 2.6.7)
  • Fix package installation crash on windows XP
  • Windowed mode now launches in the center of the screen under Windows

20110207

Engine:

  • Informative drop messages - user is notified of kick vs game has started vs server unavailable
  • Fixed render errors with the build palette on the first game tick
  • Improved sync check performance
  • Shp writing capabilities for mod tools
  • Fixed desync due to floating point calculations in unit facing
  • Fixed idle animations
  • Removed launchers on all platforms
  • Asset download/install is now performed ingame
  • Mod selector is now available from the main menu
  • Fixed `lock teams' checkbox
  • Lots of misc. engine refactoring
  • Fixed exploit allowing stance changes when teams are locked
  • Fix crash when capturing last enemy silo
  • Fix units continuing to attack a building after it has been captured
  • Fix floating point issues with missiles (manifests as broken torpedos in ra)
  • Fix location calculation for flying units (manifests as invincible helicopters in cnc)
  • Infantry stack 5-to-a-cell like the original games
  • Craters and scorches smoke for a limited time
  • Added a scatter key (bound to `x')

C&C:

  • Fixed commando c4
  • Fixed Airfield production notification ("Reinforcements have arrived")
  • Fixed palette bugs with Oil Derricks and walls
  • Fixed tech tree bugs after capturing enemy productions structures
  • "Repairing" eva
  • Proper "pop up" SAM sites. Closed SAMs receive a 50% armor bonus.
  • SAM sites require power to operate
  • Advanced Guard Tower requires power to operate
  • Support structures no longer grant build radius
  • Lower Barracks/Hand health
  • Increase Weapons Factory health
  • Increase rocket bike damage
  • New Map: Crossing the Rubicon (Arcturus)

RA:

  • Game assets can be installed from one of the Red Alert cds
  • "Repairing" eva
  • GPS is now shared between allies
  • Submarines are no longer visible to everyone
  • Fixed paradrop flare, spyplane from capturing KOTH points
  • New Map: Nuclear Winter (nudalz)
  • New Map: Seaside (nudalz)

Editor:

  • Ability to switch mods after launch
  • Refactor hardcoded tools into a generic interface

20110109

Launchers:

  • New GTK based launcher for linux.
  • Mod version, version check, and MOTD moved from the main menu into the launchers.
  • Fixes for non-standard mono installations under OSX.
  • Fixes for filepaths with spaces under OSX.

Map Editor / Maps:

  • Fixed crash when using floodfill.
  • New map format (version 4). Open and resave maps with the editor to upgrade them.
  • Added support for compressed (.oramap or .zip) maps.
  • Removed .uid files from maps -- compute the hash on demand now.

General:

  • Mod versions are checked when joining a server. Clients with a different game version / wrong mods will not be able to join.
  • Added 'Stop' command on 'S'.
  • Stop units from autotargeting walls.
  • Added different pip colour for gems vs ore.
  • Fixed several exploits in support powers.
  • Continue to show selected units when firing special powers.
  • Fixed palette effects (nuke, chronoshift) being applied to fog / shroud.
  • Added a replay viewer.
  • Fixed building previews being rendered below bridges.
  • Forced the AI to leave gaps between its buildings.
  • Fixed captured buildings still drawing power from the original owner.
  • Fixed various crashes in the editor when trying to make a new map.
  • Support multiple bot types; added another bot difficulty.
  • Removed option to not save syncreports.
  • Fixed desync related to aircraft.
  • Fixed sync not being checked on World traits.
  • Pick a random available door on production structures with more than one (barracks, subpens, etc).
  • Fixed some rare Harvester-related crashes.
  • Added labels to the perf graph.
  • Locked teams by default.
  • Fixed "No games found" not being displayed when there was an in-progress (hidden) game detected.
  • Added support for multiple shellmaps. Chooses randomly.
  • Fixed dropdowns possibly getting stuck open when the host force-starts the game.
  • Improved scrollpanels - added scrollbars and mousewheel support.
  • Fixed potential desyncs in building refund calculation and unit repair.
  • Added black outline to text drawn over the world, so it can be seen in all cases.
  • Many performance improvements.

C&C:

  • Fixed footprint of ATWR.
  • Improved harvester docking.
  • Made Oil Derricks capturable.
  • Fixed nuke detonation sound.

RA:

  • Fixed Tanya not having the correct pip color.
  • Fixed helicopters spawning in the wrong place.
  • Fixed Spy-related crashes when disguising as civilians.
  • Allow using C4 on friendly buildings.
  • Improved harvester docking.
  • Added proper shareable/revokable GPS.
  • Nerf 1tnk hard.
  • Increase cost of 2tnk slightly, but increase its HP too.
  • Require power to operate SAM sites.
  • Fixed missing tooltips for SHOK and TTNK.
  • Fixed chronoshift power requiring two clicks to cancel.
  • Fixed desync related to chronoshift.
  • Fixed bogus bottom-left spawnpoint on Central Conflict.
  • Production tabs with an item ready now light up yellow.
  • Fixed crash when a WEAP is half-destroyed before it finishes deploying.

20101202

General:

  • New launcher for Windows and OS X (Linux coming in a later release) for downloading and installing mods, and launching the game.
  • Disable Surrender button when you win or lose.
  • Fix Minimap orders outside viewport.
  • Render building previews when placing a structure.
  • Buttons offset their contents when pressed.
  • Dropdown listboxes in the game lobby and diplomacy panel.
  • Allow moving the cursor and editing anywhere in textfields.
  • Don't render things outside the map.
  • Render selection boxes / health bars, target lines above everything else
  • Show "cannot move here" cursor when mousing over invalid terrain under the fog, or outside the map.
  • Remove move flashes (they are obsoleted by target lines).
  • Buildings are always visible under fog.
  • Captured refineries no longer give cash to the original owner.
  • New rally point artwork.
  • Fix broken airstrike / parabomb special powers.
  • Fix diplomacy cycling shroud exploit.
  • Change the .rpm package to target Fedora.
  • Fixed idle animations

RA:

  • Added "A Path Beyond" map
  • Fix crash when selling iron curtained buildings.
  • Don't stack multiple Invuln render effect on an actor.
  • Fix exploit in Iron Curtain, Chronosphere, Nuke.
  • Fix paradrop flare remaining forever if drop plane is killed.
  • Area of effect Iron Curtain.
  • Area of effect Chronoshift.
  • Remove sandbag in water of "Equal Opportunity" map.
  • Allow chronoshifted and paradropped units to collect crates.
  • Fixed medic crash.
  • Removed end of game crash.
  • Fix dog attack.
  • Missile silo requires power but can be powered down.
  • Fix shellmap low power and invalid gap generator position.
  • Removed Naval Transport until it's cargo capabilities are fixed

CNC:

  • Fix exploit in Ion Cannon, Nuke.
  • Add some basic scripting to the shellmap.
  • Fix invulnerable stealth tanks.
  • Oil derricks spurt fire when killed.
  • New load screen (unfinished).
  • Fix observers.
  • Helicopters automatically target enemy units

Engine:

  • Refactored Orders to use less network bandwidth and remove duplication.
  • Dump available extensions to graphics.log when GL Renderer fails to init.
  • Fix Makefile constantly rebuilding, and refactor for readability.
  • Display soft shroud around edge of map instead of hard border.
  • Standardise engine naming of Theatre -> Tileset.
  • Refactor map size queries to all use Map.Bounds.
  • Move all widget delegate into the RA mod dll.
  • Renamed ListBoxWidget -> ScrollPanelWidget.
  • Fix ScrollPanelWidget scrolling beyond the start by 1 velocity tick.
  • Removed duplication from target lines.
  • Extensive refactoring of shroud.
  • Refactor Scale trait to a property on Render*.
  • Refactor idle behavior

20101121-2

Bug fixes:

  • Fixed Tesla causing an out of memory exception
  • Fixed Tesla animations.
  • All players can now see AI players in lobby.
  • Weapon factory sell animation now plays correctly.
  • Utility app now extracts downloaded content packages properly.
  • Fixed helicopters landing in silly places.

New Features:

  • New default renderer using GLSL instead of CG. Removes the dependency on the CG toolkit and fixes issues with Radeon graphics cards using latest drivers.
  • Order queuing with
  • Unlimited power option in dev mode.
  • New King of the Hill game mode with two maps: Crossroads and Island Hoppers
  • Smoke trails for damaged aircraft.

20101107

  • Fix Engineer/Tanya/etc refusing to enter buildings in 2010-11-06.

20101106

Bug Fixes:

  • Fix crash when hosting a second game.
  • Fixed exploit where you could place a building anywhere.
  • Fix aircraft, infantry becoming invincible in some circumstances.
  • Fix a common aircraft desync.
  • Unmuted the shellmap; it's now at 25% volume.

Balance Changes:

  • reduce cooldown on Chronosphere to 2 minutes (was 4 minutes)
  • reduce cooldown on Iron Curtain to 2 minutes (was 6 minutes)
  • reduce invulnerable time on Iron Curtain the 30 seconds (was 45 seconds)
  • reduce anti-ground damage of rocket soldier to 50 (was 60) and anti-air damage to 40 (was 50)

20101025

  • Fix crash in C&C when harvesters return to the refinery (sorry guys)
  • Fix crash in both mods when transports unload
  • Fix ore/tiberium growth not working correctly
  • Fix graphical glitches on screenshake, etc
  • Add contrails to RA planes
  • Added plane crashes in RA
  • Added explosions on impact for all RA aircraft
  • Added more scripting to the RA shellmap
  • Fix Tesla not doing the correct amount of damage
  • Lots of internal cleanup

20101023

New C&C Maps:

  • Into the River Below (6p)
  • Algernon (4p)
  • Wargames (4p)
  • Yellowstone II (4p)

Bug Fixes:

  • Client disconnects no longer "double-quit".
  • Units can no longer move over certain water tiles.
  • Checks for destroyed actors to ensure they don't try to perform actions after death.
  • Loose files in mod folders take priority over ones in .mix packages.
  • Fixes for syncing in replays.
  • Fix Iron Curtain.
  • Fixes for units entering a building from the east or south
  • MOTD no longer spits out garbage when behind a proxy needing web authentication.

RA Balance Tweaks:

  • Airfield cost reduced from 1100 to 300
  • Yak cost increased from 800 to 1000
  • Mig cost increased from 1200 to 2000
  • Helipad cost reduced from 1500 to 300
  • Longbow cost increased from 1200 to 2000
  • Hind cost increased from 1200 to 1500
  • Anti-air gun range increased from 6 to 10, spread increased from 3 to 5
  • Flack truck range increased from 6 to 8, spread increased from 3 to 5

20101017

  • Fix crash when repair indicator was visible, but the building got destroyed or sold
  • Fix crash if an actor got destroyed twice (blown up & sold, etc)
  • Fix putting units back in BADR and C17.
  • Fix C&C crates being invisible
  • Fix bogus overlapping of MINE with ore trucks
  • Add MCV, napalm, nuke crates to C&C.
  • Fix "(dead)" tags in chat
  • Mute shellmap combat
  • Fix FMV player
  • Fix bug in voice system which made it impossible to add extra sides (thanks raminator)
  • Fixed bogus Missile Silo cameo from RA
  • Fixed engineer goldwrench cursors being reversed
  • Add support for actors that give the owner a small flow of cash (to be used with Oil Derricks)
  • Make teamchat toggle more flexible
  • Fix cloakable units being untargetable while uncloaked (thanks pdovy)
  • Fix crash when clicking repair with no MCV
  • Fix unit crates spawning in inappropriate places
  • Updated 'The Sentinel' map
  • Add base cycling (backspace) in C&C (it previously worked only in RA)
  • Fix planes getting stuck on the edge of the map
  • Fix explosions in air being drawn at ground level
  • Allow map slots to disallow bots
  • Allow map slots to enforce race/color selection
  • Replace C&C LST art (thanks, KatzSmile)
  • Push HackyAI setup into system.yaml, fix HackyAI for C&C
  • Reduce effectiveness of RA GUN vs unarmored
  • Improved mod content download infrastructure for Linux
  • Nerf C&C Orca slightly
  • Nerf speed of C&C bggy/jeep/bike/apc
  • Add new C&C 1v1 map: 'Chokepoint' (thanks Tiberian)
  • Reduce bandwidth usage in multiplayer (1/2)
  • Fix version string showing up twice in bottom-right corner after a game
  • Buff arty damage slightly
  • Nerf V2 reload slightly
  • Add trails to C&C SAM missiles
  • Increase speed of most C&C AA missiles
  • Reduce power requirement for RA AFLD from 50 to 20

20101013

  • Fix crash when ordering a helicopter to move while it was falling out of the sky
  • Add blue tiberium
  • Fix aircraft not showing up on radar
  • Fix canceling of production not quite working (would cancel 2 if one was half-built)
  • Fix base-cycling for mac
  • Fix leaks between shellmap world and ingame world
  • Fix crash when the network connection is lost
  • Run the shellmap behind the lobby
  • Fix host not being able to teamchat
  • Declaring war automatically breaks the alliance in both directions
  • Aircraft can attack from their airfields correctly now
  • Attack move added ('A' and then left-click)
  • Add Tiberian's 'The Sentinel' 1v1 C&C map
  • Show the server name in the lobby dialog title
  • Random actually means random
  • Fix crash when destroying a Refinery with docked harvester
  • Add pchote's 'Tundra' 1v1 C&C SNOW! map
  • Lots of internal engine improvements

20101009

  • Fix 64bit Linux compatibility
  • Nerf C&C Attack Bike
  • Show mod info in server browser
  • Show MOTD in the main menu
  • Fixed exploit with selling walls
  • Fixed auto-attack not working properly
  • Add an example mod, which adds a single unit to RA.
  • Fix dogs eating walls
  • Fix crash on destroying ore storage buildings
  • Fix Obelisk missing moving target
  • Ban cloak crates for infantry
  • Add nuke "bad" crate
  • Prevent aircraft from firing while landed
  • Reduce nuke charge time from 13min to 9min
  • Reduce parabombs charge time to 1min
  • Add support for minimum ranges on weapons
  • Add support for excluding specific actor types from picking up certain crates
  • FIx silent nukes in RA if they didn't hit a building
  • Fix all AI players getting the same color
  • Fix AI players getting the same team setting as the host
  • Fix AI attacking each other
  • Prevent most awful-looking colors
  • Remove most of the debug spam for aircraft
  • Increase construction yard health (50% in RA, 25% in CNC)
  • AI players now build defenses
  • AI players no longer attack with medics (e1/e2/e3/1tnk/2tnk/3tnk)
  • Much improved order targeting system
  • Add crash animations for helicopters
  • Nerf Hind chainguns
  • Reduce cost of Cruisers from 3.2k to 2.4k
  • Fix CNC airdrop planes getting stuck if the Airfield goes away
  • Fix phantom voices for dead units in control groups
  • Fix dogs sometimes not killing infantry
  • Fix scroll jumping if opposite scroll inputs were applied
  • Fix bogus targeting lines being drawn to 0,0 sometimes
  • Fix VS2010 compatibility
  • Fix the game getting screwed up when people leave

20101002

  • Fix various crashes
  • Fix CNC AI never building anything (it's still crap, but at least it does something)
  • Added shader fallbacks for Cg-2.1
  • Fix editor crashing on File->Open on Windows
  • Added scroll speed control (thanks, Gecko)

20100922 through 20100922-4

  • Allow queuing of buildings when a building is ready to place
  • Change the pathfinder to use integers instead of floating point (fixes desync)
  • Create ui widgets on demand instead of at gamestart
  • Begin refactoring activity queuing for cleaner code
  • Re-enable crates
  • Remove desync debug logging
  • Fix editor crash
  • Fix crash when a building being repaired is killed

20100921 through 20100921-6

  • Add yet more logging to search for the packaged build desync

20100920 through 20100920-7

  • Fix crash when building cnc weapons factory
  • Fix crash when harvester and refinery are killed by the same bullet (eg nuke)
  • Move several traits from engine into ra mod
  • Fix several editor bugs
  • Add a lot more logging to search for the packaged build desync

20100919-2

  • Fix crash when un/deploying a damaged mcv

20100919

  • Cache the power state of buildings for large performance gains
  • Changes to sync logging for large performance gains
  • Changes to shroud and ore rendering for large performace gains
  • Changes to renderer to fix several z-order bugs
  • Fix osx version string
  • Rename Repeat -> Loop in the music player
  • Fix team selection in the game lobby
  • Don't change production tab when selecting enemy structures

20100918-2 through 20100918-4

  • Fix crashes in the map editor
  • Include menu and desktop shortcuts to the RPM package
  • Add debugging to track down a desync between packaged versions on .net vs packaged versions on mono

20100918

  • Fixed lots of crashes
  • AI only tries to attack players that exist (and not itself)
  • Fixed speed of idle animations
  • Fixed exploit with A10 (infinite napalm)
  • Fixed exploits with remote building capturing/destroying
  • Added ability to change tilesize per-mod
  • Fixed delivering ore to an ally's proc
  • Fixed dog attacking ground forever (banned)
  • Fixed most z-order bugs
  • Fixed lots of editor usability problems
  • Fixed bogus XML generated by TSB
  • Added notification when cheats are used
  • Fixed exploit with reverse enter-transport order (didn't check if the passenger was compatible)
  • Fixed a bunch of techtree bugs
  • Fixed walkability of north rivermouth template in RA.
  • Added ability to export minimap as PNG from the editor

20100914

  • Infantry idle sequences for ra mod
  • Enable music player by default (requires scores.mix to be installed manually)
  • Flak truck for soviets in ra mod
  • Give dog a selection voice
  • Only scroll when the game window is focused
  • Fixed cursor/order bugs (includes force-fire c4 on allied structures, harvesting ore under shroud, move orders for aircraft, etc)
  • Fixed a collection of crashes related to dead actors
  • Fixed broken rpm package
  • Create Debian packages

20100910-2

  • Fixed attacking helipads
  • Deployed more mirrors
  • Added idle animations in C&C
  • Fixed an issue with the sidebar palette in C&C Desert
  • Integrated Jk's C&C Snow theater
  • Go back to classic C&C refinery model
  • Improve building explosions
  • Add nuke flash to C&C
  • Fix crash when losing FACT with a building ready to place
  • Remove unused MIX files
  • Add support for custom armor types
  • Adjust bounding boxes on vehicles
  • Windows installer prompts to install .NET if you don't have it
  • Windows installer remembers previous location for upgrades
  • Fix various crashes when refineries going away
  • Fix serious performace issue -- Actor leak when failing to spawn units
  • Add support for mobile production units
  • Remove splash damage from Tiberium
  • Fix a crash with actors dying with a projectile in-flight
  • Correctly clean up cargo when a transport dies
  • Fix client crash when the server disconnects
  • Right-clicking on a valid passenger with a transport loads cargo
  • Added zoom to editor
  • Convert sequences to yaml
  • Clean up the mod folders
  • Add a shellmap for C&C
  • Make pathfinder work with a MobileInfo rather than a live actor
  • Add a loadscreen for C&C
  • Correctly back up MIX files when upgrading windows installs

20100907

  • Changed MiG prerequisites to AFLD+STEK
  • Removed KENN, build DOG directly from BARR now
  • Chronotank can only teleport when fully charged
  • Improved OpenGL error logging
  • Fixed targeting of FIX
  • Fixed crash when an engineer is trying to repair a building, but it dies/gets sold/etc.
  • Added muzzle flashes to Yak and Hind chainguns
  • Fixed bounding boxes on some units
  • Fixed accuracy of Tesla weapons
  • Changed ownership of GUN and GTWR in CNC to both
  • Fixed crash on destroying things that have a building reserved
  • If ordered to move to an unpathable cell, move somewhere nearby that is pathable instead
  • Fixed RPM linux package

20100906-2

  • Shows game version in main menu screen for windows and linux

20100906

  • Improvements to Render performance
  • Improved debugging for performance issues
  • "Give Exploration" developer-mode option
  • Check for .net framework on windows install
  • Allow the viewport to scroll past the map edge to prevent ui from blocking buildings